by loftar » Wed Nov 18, 2015 8:47 pm
Well, texture filtering will always be working slightly differently between different OpenGL implementations, so there's no way it can be completely pixel perfect. The exact perspective and on-screen size will also make a difference, due to how such things affect texture filtering. Especially so if you use heavily dithered pictures like in your example.
"Object-oriented design is the roman numerals of computing." -- Rob Pike