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Stage3D affine texturing vs correct perspective divide

Feb 19, 2013 1:48 PM

Tags: #stage3d

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?

 

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