Perspective Correction and Orthographic projection

Currently, I am using a 3d system whereby perspective projection is implemented in software, and OpenGl is used to render the final view. The problem is, is that glHint() for perspective correct textures requires you to use a perspective projection matrix. What I would like to know is, can I get perspective correction some other way, or reverse the perspective projection implemented by software without turning of the software perspective projection?

just use:

glTexCoord4f(prim->u0prim->w,prim->v0prim->w,0,prim->w);

where u0,v0 are your texture coordinates
and w corresponds to 1/z homogenous value…

I was using this before for the same purpose
and it works…

Good luck.