Hi,

I have the following working Bresenham's algorithm,which finds intermediate points between two vertices. But this is for a pixel(which has the intermediate point as its center) of size 1.

Code:
```void Bresenham(int x1,     int y1,     int const x2,     int const y2) {     int delta_x(x2 - x1);     // if x1 == x2, then it does not matter what we set here     signed char const ix((delta_x > 0) - (delta_x < 0));     delta_x = std::abs(delta_x) << 1;     int delta_y(y2 - y1);     // if y1 == y2, then it does not matter what we set here     signed char const iy((delta_y > 0) - (delta_y < 0));     delta_y = std::abs(delta_y) << 1;     cout << "(" << x1 << "," << y1 << ")\n";     //plot(x1, y1);     if (delta_x >= delta_y)     {         // error may go below zero         int error(delta_y - (delta_x >> 1));         while (x1 != x2)         {             // reduce error, while taking into account the corner case of error == 0             if ((error > 0) || (!error && (ix > 0)))             {                 error -= delta_x;                 y1 += iy;             }             // else do nothing             error += delta_y;             x1 += ix;             cout << "(" << x1 << "," << y1 << ")\n";             //plot(x1, y1);         }     }     else     {         // error may go below zero         int error(delta_x - (delta_y >> 1));         while (y1 != y2)         {             // reduce error, while taking into account the corner case of error == 0             if ((error > 0) || (!error && (iy > 0)))             {                 error -= delta_y;                 x1 += ix;             }             // else do nothing             error += delta_x;             y1 += iy;             cout << "(" << x1 << "," << y1 << ")\n";             //plot(x1, y1);         }     } }```

So,since,in Bresenhams algorithm,I cant control the number of intermediate points, I tried using Linear Interpolation in x and y directions.

Code:
```void LinearInterpolation(double x0, double x1, double y0, double y1, int Div) {   double x [Div+1];   double y [Div+1];   for(int i=1; i<=Div; i++)   {      x[i] = x0 + (x1-x0) * i / (Div + 1);      if(x[i] > x1)         break;           y[i] = y0 + (y1-y0) * i / (Div + 1);      if(y[i] > y1)         break;      cout << "(" << x[i] << "," << y[i] << ")\n";   } }```

So,the above code gets the intermediate points between any two vertices.
Now,the length of the pixel,which is to be created at every intermediate point two vertices is calculated by : length(segment) divided by (No. of IntermediatePoints+1).

But,if I use this for a triangle(with 3 vertices), then if distance between vertex1 and vertex2(connecting edge1); vertex2 and vertex 3(connecting edge2) is different, then even the length of Pieces(or pixels like square) drawn between along edge 1 and edge 2 is different right? if thats the case,how would I apply filling algorithm?

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