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okay class in the last section we talked a lot about how what we learned was an affine texture mapping technique and thereamp;#39;s a reason i kept emphasizing that itamp;#39;s because most systems we work in actually donamp;#39;t arenamp;#39;t all affine we do 3d 3d is a perspective projection which is a non-affine projection so if weamp;#39;re using our affine texture mapping in a project perspective system weamp;#39;re going to get distortion so let me spell that out so we have this problem and itamp;#39;s a big one our perspective projection has a defined by zed so it has that divide by z that brings things into the vanishing point but thatamp;#39;s not a fine so this results in a non-affine transformation okay and when you do that the parallelism and ratios are no longer maintained now we know this already right we have a vanishing point parallel lines they donamp;#39;t stay parallel anymore they go in the problem is our texture mapping method we learned is affine so we h