Warp wrote:
> It's true that OpenGL tesselates to triangles any polygon given to it.
> This avoids degeneration problems, but is actually a bad problem with
> respect to texturing. I don't know if there's *any* way around this
> problem in OpenGL or other (simple) scanline rendering methods.
> The problem is illustrated eg. here:
> http://www.cs.tut.fi/~warp/images/uvproblem.gif
>
But isn't that a problem only if no perspective correction takes place?
Or did I interpret the image wrong?
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