0 Replies Latest reply on Feb 19, 2013 1:48 PM by mejje

    Stage3D affine texturing vs correct perspective divide


      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?