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The GE samples a pixel's texture coordinates at its center, so a 1:1 sprite starting at u0 shows texel floor(u0 + 0.5) first (floor(u0 - 0.5) when mirrored). The fast path truncated u0, half a texel off for fractional UVs. Measured with gpu/probe; integer UVs are unaffected. 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.