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<p>most early implementations preferred triangles only. Some hardware, such as the forward texture mapping used by the Nvidia <a href="page.php?w=NV1">NV1</a>, offered efficient quad primitives. With perspective correction, triangles become equivalent to quad primitives and this advantage disappears.</p>

<p>For rectangular objects that are at right angles to the viewer (like floors and walls), the perspective only needs to be corrected in one direction across the screen rather than both. The correct perspective mapping can be calculated at the</p><p>
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