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I was going to link that video, especially considering regarding the problem of affine texture mapping. MVG discussed the common workaround in PSX: tesselating
by dangerbird2 7y ago
I was going to link that video, especially considering regarding the problem of affine texture mapping. MVG discussed the common workaround in PSX: tesselating flat surfaces so the perspective distortion is minimized. I was surprised to see in OP's article that the PSX-Doom devs took a completely different approach of drawing a polygon for each scanline to emulate the PC-Doom's raymarching line-renderer.