I have experience in a problem of texture-mapping.
because, I used affine-texture mapping. not perspective-correction texture mapping.
I found one source in this site. http://www.r3.nu/~cass/qcoord/
I working port OpenGL source to OpenGL ES(1.1).
but, I can’t get same result.
This should work, although a homogeneous coord of one will have no effect.
You may want to glHint perspective correction to nicest.
I think your compiler should choke on the tx & top variables used to initialize your arrays. Try a #define for tx & top or simple assignment after declaration if the compiler complains.