I was using Blender which is an OpenGL based app, and noticed some strange problems with quads.
I made a small scene test with a textured plane:
http://institute.no.sapo.pt/sq1.jpg
Divided in 16=4x4 quads. The uv mapping applies unifromly to the entire plane covering the texture.
Next i scaled the vertices at the top to become very close. That produced the following shape.
http://institute.no.sapo.pt/sq3.jpg
The strange thing is that seams and strange artifacts started to appear.
http://institute.no.sapo.pt/sq4.jpg
I assume thats because these quads shapes are very close to triangles.
Im asking for some opinion on this, could this be because a natural limitation of CG and OpenGL when quads shapes become very close to triangles or do you thing it's a Blender bug in the way it renders quads?