The biggest bottleneck of my code is fetching texture RGB values from memory.My code looks something like this:game loop{    for every mesh{        perform clipping;        for every 3 verticies in mesh {            draw triangle {                interpolate texture coordinates;                fetch texture RGB and place value in backbuffer;            }        }    }}Fetching the texture RGB value from memory takes up so much time!!I am not familiar with multithreading but I'm assuming there is some way to apply it here. Let me know what suggestions you have and how I should go about doing this!
How to use multithreading in 3D software renderer to speed up fetching texture values
texture;3d;c++;rasterizer;multithreading