(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).