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Sep 3, 2018 at 18:58 comment added thewhiteambit With split polys there are some situations resolving false. Whenever there are degenerated vertexes split mapping goes wrong, so there is a reason for real quad mapping. However on 99% usecases this works well enough.
Sep 3, 2018 at 18:53 comment added thewhiteambit There is a great explanation on Nathan Reeds Blog. Normally I would not suggest posting many links here, but it is to much and the only exact and good answer to this problem.
Nov 14, 2017 at 18:33 comment added ggambetta I'm on the "split the quad into two triangles" camp. I've written about how interpolation works in a triangle in some detail here: gabrielgambetta.com/computer-graphics-from-scratch/… It doesn't use barycentric coordinates at all, so it complements the other answer nicely :)
Nov 2, 2017 at 16:28 comment added Alan Wolfe From the question title I thought you were asking about bilinear interpolation. For other folks who came here looking for information on that, here's a link (but feel free to explicitly ask a question too) blog.demofox.org/2015/04/30/…
Nov 1, 2017 at 18:08 answer added Christian Rau timeline score: 8
Nov 1, 2017 at 16:13 history asked J.Doe CC BY-SA 3.0