void RenderVertices() { vecTrianglesToRaster = vecTrianglesToRaster.OrderByDescending(a => a.averageZ).ToList(); foreach (RenderTriangle tri in vecTrianglesToRaster) { // tri.lightValue = 1f; Rasterizer.FillTriangle(tri.points[0], tri.points[1], tri.points[2], new Color(tri.faceColor.r * tri.lightValue, tri.faceColor.g * tri.lightValue, tri.faceColor.b * tri.lightValue, 1), screentex); //Rasterizer.DrawTriangle(tri.points[0], tri.points[1], tri.points[2], Color.black,screentex); } screentex.Apply(); }