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Transform-mode lines take the triangle's per-vertex s, t, q (15 bits at the larger exponent) along the line's gradient, like their color and depth, then u = s * R(q). A pixel just inside a line's end samples short of the end vertex's coordinate rather than at it (gpu/texmtx/prims: texel row 255, not a wrap to 0). 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.