A perspective-correct texture mapped polygon. This uses the `z' value from the vertex structure as well
as the u/v coordinates, so textures are displayed correctly regardless of the angle they are viewed from.
Because it involves division calculations in the inner texture mapping loop, this mode is a lot slower
than POLYTYPE_ATEX, and it uses floating point so it will be very slow on anything less than a Pentium
(even with an FPU, a 486 can't overlap floating point division with other integer operations like the
Pentium can).