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Both use the GE's fixed point depth plane. Color is screen-linear, also in transform mode, with 8-bit channels as the plane values (gpu/probe exp54). For perspective UVs, s = u * R(w), t and q = R(w) become 15-bit integers at the triangle's largest exponent, go through the plane, and u = s * R(q) per pixel (exp55-56, bit exact at 1/16 texel). 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.