I would love to see a case, even contrived, where planar quads produce artifacts from floating point precision but I think it would be extremely difficult to demonstrate it even on an enormous ground plane quad, let alone a subpixel quad.<p>I&#x27;m not sure why you would say no modern API deals with quads, what would you call the ability to draw quads and quad strips from gpu buffers in OpenGL?<p>Geometry shaders should work well, what I described is an approach for lower tech situations.