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The GE picks a triangle pixel's mip level (auto and slope modes) with the q at the second pixel of its row's four-pixel span in the direction it walks the row: x = 4k + 1 left to right, but 4k + 2 for triangles whose long edge is the right side (the same condition as the plane anchor). When that pixel is outside the triangle, the span's first covered pixel in that order. Auto LOD under perspective is exact (gpu/probe exp93, exp103-106, the latter built from a GTA LCS triangle), and the slope mode probes stay exact. 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.