I have GL_QUAD_STRIP that I am mapping textures. The square strip folds back onto itself, forming a UV sphere. Essentially, a four-lane strip usually does not consist of rectangles - instead, a trapezoid.
I get texture distortion issues. The texture coordinates are correct (for example, they align well where they should). The problem lies in the trapezoidal faces themselves.
I expect the texels to the larger end of the trapezoidal surface to even out a large area, but the face seems to be split into two triangles. It looks like an affine texture mapping (but I don't think so, it still seems promising correctly, and I would not expect it to be used anyway).
I know that graphics cards usually cut the quadrants inside the triangles inside, but I did not expect this to affect texturing.,.
So, I do not know what is going on here. Any thoughts?
Here is an example of unwanted behavior. Low resolution globe texture, closest filtering, no mipmaps or anisotropy:
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