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A homogenous point, that is (x, y, z, w) is needed for some transdormations and calculations. Right now i need it to get correct 1/z values after 2D projection which in turn will be needed for z-buffer and texture mapping.
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Add a very simple shader with a direct light source. The shader modifies the color of a polygon just by the angle between the face normal and the light source. This has no physical resemblance at all but let me check if the normal calculation works so far...