I have a GL_QUAD_STRIP that I am texture mapping. The quad strip folds back on itself to form a UV sphere. Essentially, the quad strip is not generally made of rectangles--instead, trapezoids.
I am getting texture distortion issues. The texture coordinates are correct (for example, they line up nicely where they should). The issue is on the trapezoidal faces themselves.
I would expect texels towards the larger end of a trapezoidal face to subtend larger area, yet the face seems broken into two triangles. It looks similar to affine texture mapping (but I don't think it is; it still seems perspective correct, and I wouldn't expect that to be used anyway).
I am aware that graphics cards usually reduce quads down into triangles internally, but I wouldn't expect that to affect texturing . . .
So, I don't know what's going on here. Any thoughts?
Here is an example of the undesired behavior. Low resolution globe texture, nearest filtering, no mipmaps or anisotropy: