Cubemapping bug, or ChrML bug?

Blitz3D Forums/Blitz3D Programming/Cubemapping bug, or ChrML bug?

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You get the same effect on the playstation due to the lack of perspective-correction when texture mapping. Usually you only notice it on large polys.

I believe you can see it in Max too, if you turn off perspective correction and texture map a large poly.

Does the error decrease as you turn the poly to face it straight on? Do you get the same effect with a texture in the 1st texture channel?

Perhaps texture channels higher than 0 have no perspective correction, or maybe it's a videocard thing you could enable...?