How exactly is Stage3D able to make a correct texture mapping when using a perspective matrix?
No information other than UV is transferred from vertex to fragment program, so I can only assume it's something behind the scenes.
I'm distorting textures with a 20x20 triangle mesh to circumvent the affine mapping effects but shouldn't it be possible to use the built-in perspective divide for the same effect?
North America
Europe, Middle East and Africa
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