[Bug 25871] nearest neighbour samples wrong texel (precision/rounding problem)

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Comment # 15 on bug 25871 from
(In reply to comment #14)
> Thanks for the feedback. So it is a precision issue after all. If fglrx
> exhibits the same behavior, there is nothing I can do. I don't know of any
> hardware state which controls precision of texture addressing.

AMD's Windows drivers at least seemingly consistently performs
nearest-filtering with round-off-point off by a 512th of a texel. So I think
this is somehow intended (even if really unfortunate for some non-trivial
usecases).


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