Hello Tom!

Looks like there was an issue in uploading the screenshot? 

Could you post a minimal/complete/reproducible example of the code that you 
use? Maybe someone will be able to spot the issue just by looking at the 
code.

-- Vaillancourt


On Tuesday, 27 October 2020 18:58:06 UTC-4, Tom Pollok wrote:
>
> Hello,
>
> im trying to render a texture to an quadrilateral. The  quadrilateral is 
> the calculated by the intersection view frustum with aplane. So the image 
> basically a perspective projection of the original image. 
>
>
> Unfortunately the texture coordinates are not interpolated correctly such 
> that the triangles look wrong.
>
> I know that is is a very basic computer graphics problem. But i have some 
> trouble solving it. 
> Does anyone have solved this problem already for arbitrary quadrilaterals? 
> My guess would be using fragment shaders, but im not experienced in with 
> GLSL. Another option is transforming the texture using a homography and 
> then rendering a quad, but it feels like this the brute force solution.
>
> Id be very thankful if somebody could help me. Ideally of somebody knows 
> where this problem has been solved already with openscenegraph.
>

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