Err Chalnoth, I may be wrong but I thought that R3X0 used fp32 for all texture addressing, and fp24 was for shading ops only.
If true then AFAICS fp24 would only be an issue for dependent texture reads (can aniso even be used with dependent reads?... how would anisotropy and MIP level be determined?).
IMO the shot you linked is much more plausibly explained by the way ATI computes anistropy/MIP level.
If true then AFAICS fp24 would only be an issue for dependent texture reads (can aniso even be used with dependent reads?... how would anisotropy and MIP level be determined?).
IMO the shot you linked is much more plausibly explained by the way ATI computes anistropy/MIP level.