OpenGL Perspective Projection Clipping Polygon with Vertex Outside Frustum = Wrong texture mapping?
问题 I see an issue where I can correctly draw a textured polygon if all vertices remain onscreen within a perspective projection, BUT if I scale the quad large enough such that one more more vertices fall 'too far behind' the viewing volume, then the resulting OpenGL drawing is incorrect (see screenshots). The texture mapping becomes skewed, and it appears as though the offscreen vertex 'moved' and becomes distorted. I am using GLES 2.0 code on a GLES 3.0 compliant driver (details at bottom). I