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wait... if we already know z at the vertex, can't we just multiply P by z?


Why do we want to do this instead of just interpolating everything first before projecting into screen coordinates?


I am really confused about this slide. Is the goal here to figure out \Phi or to update its value based on depth z through interpolation? If it's the former, how do we calculate P in the second step? So I think the latter makes more sense, but I just want to confirm.


What does it mean by compute z? At what step in the pipeline are we doing this


What exactly do we mean by fragment at this slide? Also, if we're dividing P / Z anyways, what was the reason for dividing by z?


Does this additional computation negate one of the advantages of using barycentric coordinates for interpolation (i.e. we get it for "free")?