Bart wrote:Here is Scud Race's texture RAM interpreted entirely as T1RGB5 in a bitmap file (you can now generate your own, too, if you look at SVN r383's change to Real3D.cpp). Check out coordinate (0,1024)

I expected this to be an 8-bit grayscale texture but oddly, it looks like T1RGB5! It may be worth adding the texel coordinate format bit to the list of "unknown" header bits so you can inspect it with my analysis system. I've always thought the integral 16-bit format was weird. Worth a look to see if it may actually contain two 8-bit coordinates, one for the microtexture. And on an unrelated note, would be worth a look to see if sky textures use integral coordinates. If so, that ugly seam we see in Scud Race and LA Machineguns may actually be caused by noise from the lower bits... This is just pure speculation, though.
Can't contribute more until Thursday, sadly. But I'll definitely take a thorough look then if you haven't already. Keep me briefed if you end up taking a look yourself.
I was surprised too the microtexture was trgb I was expecting 8 bit monochrome

the pro 1000 must have been one of the first pieces of hardware to actually support multitexturing.
I doubt the 16 bits are texture coordinates. The microtexture will most likely share the same coordinates as the base texture just with some fixed multiplier guessing 4 or 8. The 16 bit value could be the size and position of the texture in the texture sheet. Although my first guess was they are encoded in fixed positions.
The texture seam ugliness we see in scud and ocean hunter is caused by differences in how the hardware is sampling the edge texels. Because the texture mode is set to glrepeat the seam is actually caused by the coordinates wrapping around to the other side. Ocean hunter suffers from this really badly. What these textures need is glclamp to edge. The real3d has some weird option in the manual to smooth the texture coordinates for repeat mode. It's possible when it's off it's edge clamping. Modern hardware can't edge clamp and repeat at the same time. It's possible it's doing the same as modern hardware just the nomenclature is different. Just need to find out if it can repeat textures over a single poly with edge clamping.