Currently i am working on the Z-buffer.I have the idea of original plane(in the world), and i process out screen vertices through: world to camera transformation, x_projection = x(world) / -z(world) (similar for y) now i am unable to find out, how i am supposed to get all the z values within the projected triangular plane on the screen.
information i have : coordinates in world space, normals in the world space, coordinates in camera space, coordinates on the 2d plane