The existing hardware implementations did not provide effective UV coordinate mapping, which became an important technique for 3D modelling and assisted in clipping the texture correctly when the primitive goes over the edge of the screen. These shortcomings could have been addressed with further development, but GPU design has since mostly moved toward inverse mapping.
The existing hardware implementations did not provide effective UV coordinate mapping which became an important technique for 3D modelling and assisted in clipping the texture correctly when the primitive goes over the edge of the screen These shortcomings could have been addressed with further development but GPU design has since mostly moved toward inverse mapping