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Comment by buffportion

Besides differences in texture mapping, the way GPUs render triangles is quite different to techniques commonly used in the old days. No one was computing barycentric coordinates and checking if every pixel was inside a triangle - it’s too slow to do that on a single thread. At low resolutions you get very different visual results because a GPU will not render triangles that do not cover the center of a pixel without anti-aliasing.
parent buffportion 23 days ago

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