Le code semble très bien partitionné et est souvent commenté... avec une pointe d'humour
* The polygon filler scales and offsets zcoordinates
* This is to prevent the blitter z registers from saturating
* Useable zvalues range from 0 to 114686
* Polygons should not be too 'deep'
* ie furthest zcoord - closest zcoord < 16384
* Also the filler is very optimised to the GPU's pipelining
* So things are not always in the order they seem to be
* You have been warned!
* The source and destination pointers ( A1 and A2 )
* have been reversed to allow reading the texture
* Unforunately this means we can't tile the textures
* but you can't have everything, eh?