Why is Quake3 bsp / general multitexturing flawed?

Blitz3D Forums/Blitz3D Programming/Why is Quake3 bsp / general multitexturing flawed?

It is clearly duller.
Darkbasic pro's dx8 Q3 rendering is sharp and true to the opengl original. Blitz3D's isn't - the multitexturing is flawed.

It is either DX7 or Blitz's code. In addition to this, a mesh loaded with simple multitexturing under DX8 is clearly brighter and more vibrant than the same level multitexutured under Blitz.

Why is this so? I believe it's finally time to discuss DX9 - not for features but for rendering alone.

BlitzPlus can take care of the 2D.