Quote:
Originally Posted by Dustie
As does software rendering from what I've noticed. That line began with modern systems/hardware, the issue didn't occur on older platforms with hardware acceleration. In my case all backgrounds are also pixelated despite everything else being filtered.
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The problem is that the Core divided the BMP image of 640x480 into 6 fragments of 256x256 to put each of them into a separate texture tile. But the developers noticed that the two right fragments occupy only half of the tile, and they put both right fragments in single texture tile, thus saving a bit of memory. This mechanism existed since TR1, and perhaps in TR3 there would be no problem. But programmers for some reason decided that the texels adjustment is no longer needed for background images, and removed it. Different video cards work differently with the UV-coordinates, and we observe a typical
texture bleeding.