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<p>In contrast to perpendicular polygons, this leads to noticeable distortion with perspective transformations (as shown in the figure: the checker box texture appears bent), especially as primitives near the <a href="page.php?w=3d_camera_coordinate_system">camera</a>. This distortion can be reduced by subdividing polygons into smaller polygons.</p>

<p>Using quad primitives for rectangular objects can look less incorrect than if those rectangles were split into triangles. However, since interpolating four points adds complexity to the rasterization,</p><p>
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