OK, first pass thinking this through. Could you correct me where I'm going wrong? I couldn't find the thread with the prior explanation I mentioned earlier, so I guess I'll have to duplicate things here:
Each square repeats sub pixel position changes a few times horizontally and vertically...hmm...I'm not sure how many times...3? Also, this same grouping is echoed in the pixel spacing of the sub pixel triangles throughout the square. In my understanding, this represents the "theoretical pixels" range of the square.
Geometry mode is based on sub pixel sized triangles. Their sub pixel "hit position" within the pixel corresponds to their pixel position within one of the theoretical pixels in the "geometry" and "both" squares, correct?
Texture mode is based on what? Pixel sized squares textured with a dot in the texture corresponding to the sub pixel "hit position" (again, this hit position corresponding to the overall position within the "texture" and "both" squares)?
First, it would be really nice if someone had time to correct my mistakes in the above.
Second, if this is the case what would "lighter" and "darker" squares mean? Based on my attempt at understanding above, I'd think it would represent less use of a sub pixel position from that area, either through mathematical weighting or less uses based on the screen position of the sample.
Bleh. I guess I'll search for that explanation again...I'm probably missing a really simple search term to find it.