These wonderful digital processing units of ours are, at their heart, very fast binary adders. There may be a SUBtract instruction but this is the same as adding the two's compliment of a number.  Knowing this is important when I'm mixing signed and unsigned numbers; I must be discriminate.
In the current case, I'm storing texture coordinates as whole byte values which I will then interpret as fixed point. To clarify this a little, I'll explain the concepts with nibbles instead
The DIV and IDIV instructions perform integer divisions simply and relatively quickly as opposed to creating a simple loop. Let me start by showing how one could divide an integer without these instructions. The following assembly function (CALL 110) will divide BX by CX and put the quotient in AX:
Code:0110 31C0 XOR AX,AX 0112 39CB CMP BX,CX 0114 7206 JB 011C 0116 40 INC AX 0117 29CB SUB BX,CX 0119 EBF7 JMP 0112
Even back on the original IBM PC you could get read-only access to the glyph pixel data for the standard ASCII character set, extended ASCII, and control characters with codes less than 32 (0x20) .
Each character glyph is 8 bytes where every byte represents a row and every bit represents a column. The horizontal bits start in the most significant bit, so the font pixel for column 0, row 0 is bit 7 in byte 0 which follows the style for monochrome graphics modes.
I am learning and working on a quadrilateral DDA texture mapper for CGA that uses the 8x8 monochrome BIOS characters for texels, for use in an optimized version of Magenta's Maze. Reading Mats and Abrash's tutorials  have given me new insights and I have fought not to scrap my triangle/line routines just yet until I make this next step.
Stepping is really the name of the game: adding the deltas found by linear interpolation. It has been difficult to integrate the term interpolate
The goal here is to draw lines around the outside of a 3D rendered shape. For my purposes, all 3D to 2D rendering is done via triangles. The reason triangles are so awesome for 3D is that every triangle is always co-planar (flat) and the three points can be rearranged in any order. The method I've created works on projected triangles only, those that have already been converted from 3D to 2D and thus have only two axes: X and Y.
First I need to explain how the shapes are represented