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The GE doesn't divide by a q <= 0: it samples the last texel in u and v, whatever s and t are, in clamp and repeat modes alike (gpu/texmtx/negq). The hardware backends divided, which mirrors a projected texture behind its projector: Fate/Extra's character shadows ran up the school's walls (#18667). The software renderer sampled (0, 0) instead. Co-Authored-By: Claude Opus 5.5 <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.