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();
    }