Original Post
I was looking around for information on perspective correct texture mapping and found lots of articles and tutorials, and read them all. They basically say use u/z, v/z, and 1/z, and you're done. But, obviously I'm not done and still have questions. I'm using a z-buffer, so I already know the z at each pixel, but it's not a perspective correct z. If I divide the u and v by z, then divide by 1/z, it's a wash. Where do each of these z's come from? Also, I'm not sure how to step through the edges and scan lines. How do I calculate the deltas? Thanks for the help.