Is there something with the 3DS that tells it to cull out polygons based on position within the visual area? I'm trying to draw horizontal lines (technically 2 polygons to form a rectangle that goes from position {y} to position {y + 1}, since from {y} to {y} doesn't draw anything), but when in a particular position, they get completely thrown out. For instance, I'm working with a texture destination that's 256x256 texels, so my 4x4 projection matrix along the diagonal is {2.0f/256.0f, 2.0f/256.0f, 1, 1}. If I draw from 0 to 256 (remember, just horizontal lines), it draws the line. If I draw from 100 to 156, it draws the line. But, when I draw from something like 60 to 80, or 140 to 200, the line isn't drawn. When going by vertical steps, adjusting by 1 each time, it looks like it discards any line I make that doesn't have one point on the left side of the buffer and the other point on the other side (like p1 must not be on the same half as p2).
To possibly help determine the cause, if I were to only draw one of the 2 polygons and draw a line that spanned the full width of the buffer, only half of the line would get drawn. I would assume this is due to the triangle polygon having just one point at {y + 1} with the other two at {y}, so the side with the {y + 1} fully envelops the texel areas the polygon occupies. Still, it doesn't make sense with the current problem I'm having.
Hope this is understandable.