Hi,

I have been trying to figure out precisely how OpenGL interpolates texture coordinates between vertices on the screen when the GL_PERSPECTIVE_CORRECTION_HINT is set to GL_NICEST. I am particularly interested in knowing what happens to all four texture coords (s,t,r AND q) since I want to use the q coordinate to implement a secondary projective transformation.

Any info would be greatly appreciated since I’ve checked all the usual sources (Red Book, Blue Book, Angel’s book) with no luck.