I am definitely not an expert in 3D graphics... but this looks such an astonishingly simple and effective method, it makes me to question why this wasn't already thought of and picked up? I get that with fixed-pipeline GPUs you do what the hardware and driver make you do, but with the advent of programmable pipelines, you'd though improving stuff like this would be the first things people do? Anyway, gotta run and im…
Because when working with a textured asset, these seam distortions simply don't occur. The inverse of the distortion is baked into the texture map of the asset. So the distortion between a triangle's world-space size vs. its texture-space size cancels out exactly, and everything looks correct.
> Btw. wouldn't it be possible in modern pipelines to remap or "disfigure" the texture when converting to triangles, so that it counters the bias accordingly? Ah, but that bakes in the shape of the quad, so it can't be modified runtime or it will get distorted again, right.
How does that work with animated meshes?