public void FillTriangle(Vertex v1, Vertex v2, Vertex v3)
        {
            Matrix4f screenSpaceTransform =
                new Matrix4f().InitScreenSpaceTransform(backBuffer.Width/2, backBuffer.Height/2);
            Vertex minYVert = v1.Transform(screenSpaceTransform).PerspectiveDivide();
             		    Vertex midYVert = v2.Transform(screenSpaceTransform).PerspectiveDivide();
             		    Vertex maxYVert = v3.Transform(screenSpaceTransform).PerspectiveDivide();

             		    if(maxYVert.GetY() < midYVert.GetY())
             		    {
             			    Vertex temp = maxYVert;
             			    maxYVert = midYVert;
             			    midYVert = temp;
             		    }

             		    if(midYVert.GetY() < minYVert.GetY())
             		    {
             			    Vertex temp = midYVert;
             			    midYVert = minYVert;
             			    minYVert = temp;
             		    }

             		    if(maxYVert.GetY() < midYVert.GetY())
             		    {
             			    Vertex temp = maxYVert;
             			    maxYVert = midYVert;
             			    midYVert = temp;
             		    }

             		    float area = minYVert.TriangleAreaTimes2(maxYVert, midYVert);
             		    int handedness = area >= 0 ? 1 : 0;

             		    ScanConvertTriangle(minYVert, midYVert, maxYVert, handedness);
             		    FillShape((int)minYVert.GetY(), (int)maxYVert.GetY());
        }
        public float TriangleAreaTimes2(Vertex b, Vertex c)
        {
            float x1 = b.GetX() - m_pos.GetX();
             		    float y1 = b.GetY() - m_pos.GetY();

             		    float x2 = c.GetX() - m_pos.GetX();
             		    float y2 = c.GetY() - m_pos.GetY();

             		    return (x1 * y2 - x2 * y1);
        }
        public void ScanConvertLine(Vertex minYVert, Vertex maxYVert, int whichSide)
        {
            int yStart = (int)minYVert.GetY();
            int yEnd   = (int)maxYVert.GetY();
             		    int xStart = (int)minYVert.GetX();
            int xEnd   = (int)maxYVert.GetX();

             		    int yDist = yEnd - yStart;
            int xDist = xEnd - xStart;

            if(yDist <= 0)
             		    {
                return;
            }

             		    float xStep = (float)xDist/(float)yDist;
             		    float curX = (float)xStart;

             		    for(int j = yStart; j < yEnd; j++)
             		    {
             			    m_scanBuffer[j * 2 + whichSide] = (int)curX;
             			    curX += xStep;
             		    }
        }
 public void ScanConvertTriangle(Vertex minYVert, Vertex midYVert, Vertex maxYVert, int handedness)
 {
     ScanConvertLine(minYVert, maxYVert, 0 + handedness);
      		    ScanConvertLine(minYVert, midYVert, 1 - handedness);
      		    ScanConvertLine(midYVert, maxYVert, 1 - handedness);
 }