void RenderPixels(CGContext context, int x, int y, Edge edge32, Edge edge13, Edge edge21, int w1, int w2, int w3)
{
//VertexInterpoliation = A * x + B * y + C;
// float alpha = (edge32.A * x + edge32.B * y + edge32.C) * edge32.VertexFactor;
// float beta = (edge13.A * x + edge13.B * y + edge13.C) * edge13.VertexFactor;
// float gamma = (edge21.A * x + edge21.B * y + edge21.C) * edge21.VertexFactor;
// Determine barycentric coordinates
float alpha = (float)(w1 * edge32.VertexFactor);
float beta = (float)(w2 * edge13.VertexFactor);
float gamma = (float)(w3 * edge21.VertexFactor);
GradientLerp3 (alpha, beta, gamma);
// Set the color
context.SetFillColor (colorOutput [0], colorOutput [1], colorOutput [2], colorOutput [3]);
// Set our pixel location
pixelRect.X = x;
pixelRect.Y = y;
// Fill the pixel
context.FillRect (pixelRect);
}