Great bit of code. Don't understand half of it, but it seems some pixels can get lit twice due perhaps to floating point innacuracies at the point in triangle test? Maybe one way round that is to have a check array to flag when a pixel has already been dealt with? Sometimes pixels are not lit at all, maybe that can be improved by adding epsilon to the triangle test. The lighting seems a little off to me, not sure what to do about that, is it due to the planar mapping? The Max3Vect function looks like it needs some attention as well, seems to me perhaps the last three lines before return 0 should perhaps be a bit further up?
Given a U and V value, transform that to 3D coordinates
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