Hello! I am building a software rasterizer from scratch. I've decided to do clipping after multiplying the verticies by the
projection matrix (so clipping in homogeneous space). Now, I would also like to do texturing. I've looked at perspective correct texturing,
but a question comes to my mind. You apply UV coordinates to a set of verticies in object space correct? Then you just pass these
along till you get to the perspective correct texture mapping part. But, what about when you clip a set a verticies against a plane?
Don't you have to linearly interpolate the uv coordinates when clipping those verticies so as to not let the final result look like a more and
more squished texture against the side of the screen? Thanks.