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Benjamin Loisch

Clipping uv texture coordinates in homogeneous space

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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. 

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