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Texture mapping
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====World space subdivision==== For perspective texture mapping without hardware support, a triangle is broken down into smaller triangles for rendering and affine mapping is used on them. The reason this technique works is that the distortion of affine mapping becomes much less noticeable on smaller polygons. The [[Sony PlayStation]] made extensive use of this because it only supported affine mapping in hardware but had a relatively high triangle throughput compared to its peers.
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