VecS32/VecF32 classes instead of intrinsics
sumXRow init can be written much nicer now
Direct triangle area computation
Z setup across multiple triangles
Minor setup fixes
Binner don't bin screen-clipped triangles; fix off-by-1
Rasterizer: Only grab X and Y coordinates
Get rid of early-out in depth rasterizer, it's not worthwhile.
endX/endY inclusive not exclusive
Bring BBox rast up to date
Per-pixel depth increments