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A perspective u = s * R(q) keeps 24 significant bits, truncated, instead of a float24's 16 (gpu/probe exp82: large UVs from a texture matrix, as NFS Most Wanted uses). Through-mode points keep 15 bits of their UVs, as the UV planes do for triangles (exp83, exp84). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.