Hello,
im trying to render a texture to an
quadrilateral. The
quadrilateral is the calculated by the intersection view frustum with aplane. So the image basically a perspective projection of the original image.
Unfortunately the texture coordinates are not interpolated correctly such that the triangles look wrong.
I know that is is a very basic computer graphics problem. But i have some trouble solving it.
Does anyone have solved this problem already for arbitrary
quadrilaterals? My guess would be using fragment shaders, but im not experienced in with GLSL. Another option is transforming the texture using a homography and then rendering a quad, but it feels like this the brute force solution.
Id be very thankful if somebody could help me. Ideally of somebody knows where this problem has been solved already with openscenegraph.