Sure, but lack of perspective correct texturing is a separate issue, with a separate visual artifact.
Jittery polygons refers to the artifacts you get when polygon vertices are snapped to integer pixel coordinates, rather than taking into account subpixel positions. Quake did not have this issue, despite not using floating-point calculation in it's rasterization. It did use floating point when texturing spans, after rasterization, but this was more of an optimization than a fundamental requirement for accurate texturing :)
Jittery polygons refers to the artifacts you get when polygon vertices are snapped to integer pixel coordinates, rather than taking into account subpixel positions. Quake did not have this issue, despite not using floating-point calculation in it's rasterization. It did use floating point when texturing spans, after rasterization, but this was more of an optimization than a fundamental requirement for accurate texturing :)