This introduces more geometry into the rendering
pipeline and while modest for a line segment it is much
more significant for planes. A plane needs to be
tessellated into many smaller plane segments and due to
the two dimensional nature the increase in geometry rises
as the product of the number of tessellations along each
axis. There are algorithms one can imagine that tessellate
only when necessary and to an acceptable degree but
these are not trivial and can quickly overwhelm the gains
made by this approach over the cubic map algorithm.