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> It is possible to use this technique to calculate the U,V co-ordinates during raster scan of texture mapped polygons {citation-needed}

Way back as an undergrad student, I suspected this, after successfuly implementing the rendering of hyperbolic (y = A/x) curves with Bresenham. It hit me; that /x could be the perspective divide by z; that vertical coordinate could be marching through texture space. Never tried it, though.




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