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...?
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...?