Partly.I think simon means High Frequency Aliasing
http://fundza.com/rman_shaders/high_freq_aliasing/
A texture is just a lattice of discrete points of data that (a) must be reconstructed into a value for any (x,y) location and then, after shading etc, (b) that signal has to be represented on a display which, again, is a set of points of data with a (different) reconstruction filter. In between there's the aliasing/undersampling problem.
One problem is that "(a)" in 3D graphics is far from the theoretical ideal (i.e. a sync) so you shouldn't expect to be able to store much detail in a texture and get it back out again at arbitrary locations.