Projection bleeding happens when a viewport is moved too far from the last viewport, and the resulting space in between the viewports has edges which are no longer kept track by the ghost rasterer (meaning the only way to remove them is to re-look through a projection in that location)
Projection bleeding happens when a viewport is moved too far from the last viewport, and the resulting space in between the viewports has edges which are no longer kept track by the ghost rasterer (meaning the only way to remove them is to re-look through a projection in that location)