You _can_ supply coordinates with (w == 1.0f), if you''re prepared to
do the perspective divide yourself. However, you might miss out on
acceleration (for a similar reason to part 4 above), plus this
approach makes supplying perspective-correct texture coordinates a
headache. For these reasons it''s probably best to use glVertex4f()
and supply the transformed (i.e. non unity) w. If you do this, you can
supply texture coordinates with glTexCoord2fv().