Original Post
I have 3d sprites using quads. Transforms in software. I want to have per edge scaling ability. Moving vertices correctly is no problem, however I don't get results I want. Currently a "seam" is visible between two triangles when for ex. top and left edges are longer than bottom and right. I think this is caused by the fact that D3D9 textures two triangles as separate objects. I would like to setup texturing in such way that quad is textured as a singe object, so that when scaled per edge, it will look like being in perspective, without any distortions along diagonal which connects two trinagles. How can I achieve this, using fixed pipeline and software vertices?