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The GE builds a sprite's UV plane from three corners whose s, t and q it takes component by component from the two vertices: s from the vertex that supplies the corner's x, t from the one that supplies its y (swapped when the sprite is rotated), and q from the one that supplies its x. With different w at the two vertices that bends the mapping; we used v1's w at every corner. gpu/probe exp129: all four vertex orders at w = 1, 2.7 and differing w, 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.