Question: Why i s i t critical w e perform clipping for shapes that intersect the near plane? What space should w e perform this clipping

Why isit critical we perform clipping for shapes that intersect the near plane? What space should we perform this clipping in?
How does aUV coordinate become a Color from a texture's surface? To the best of your ability, explain the process of how that color gets on screen and stays relative to a triangle.
Most modern GPUs can utilize Anisotropic filters without too much issue. This was not always the case. How does such a filter differ from simpler filters such as Tri-Linear and Bi-Linear filters that makes itso comparatively expensive?

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