this post was submitted on 08 Jan 2025
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And technically, the whole frame is subtly wrong, because that's bilinear texture filtering instead of trilinear.
The more annoying "no other GPU works that way" issue is transparency. The edges of sprites can look awful in early emulators, because the N64 uses a cutoff instead of blending. This screenshot shows the correct crisp edges - which is a bit surprising considering it clipped the timer digits wrong. But if you just throw everything into OpenGL then everything's blurry and soft and usually black at the edges.