Earlier quoted context omitted.
It's fairly easy to get triangle rasterisation performant if you think about the problem hard enough. Here's an implementation I wrote for the PS3 SPU many moons ago: https://github.com/ralferoo/spugl/blob/master/pixelshaders/t... That does perspective correct texture mapping, and from a quick count of the instructions in the main loop is approximately 44 cycles per 8 pixels. The process of solving the half-line equa…
It's definitely not "fairly easy" once you get into perspective-correct texture-mapping on the triangles, and making sure the pixels along the diagonal of a quad aren't all janky so they texture has an obvious line across it. Then you add on whatever methods you're using to light/shade it. It gets horrible really quick. To me, at least!
It looks like the full texture mapper including mipmap levels is only in the OLD version of the code here: https://github.com/ralferoo/spugl/blob/master/old/shader.c
This is doing full perspective correct texture mapping, including mipmapping and then effectively doing GL_NEAREST by sampling the 4 nearest pixels from 2 mipmap layers, and blending both sets of 4 pixels and then interpolating between the mipmaps.
But anyway, to do any interpolation perspective correctly, you need to interpolate w, exactly as you would interpolate r,g,b for flat colours or u,v for texture coords. You then have 1 reciprocal per pixel to get 1/w, and then multiply all the interpolated parameters by that.
In terms of "obvious line across it", it could be that you're just not clamping u and v between 0,1 (or whatever texture coordinates you're using) or clamping them not wrapping for a wrapped texture. And if you're not doing mipmapping and just doing nearest pixel on a high-res texture, then you will get sparklies.
I've got a very old and poor quality video here, and it's kind of hard to see anything because it was filmed using a phone pointing at the screen: https://www.youtube.com/watch?v=U5o-01s5KQw I don't have anything newer as I haven't turned on my linux PS3 for probably at least 15 years now, but even though it's low quality there's no obvious problem at the edges.