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Similar problem is visible in Unreal Gold in Glide mode:
Walls, rocks, crates - renders fine, but not grass.
Probably problem is related to tiling on large surfaces: grass texture repeats many times.
Other possibility is that grass texture is parallel to viewing direction, while other textures are perpendicular to it.
Previously I made my tests without 3dfx Tools installed.
Now I installed them and found Level of Detail Bias option, which controls texture quality:
Setting it to 2 makes quality worse:
Setting to -2 makes quality better:
I still think default quality with LOD Bias value of 0 may be incorrect, but now I'm not sure.
It is hard to tell it without access to real hardware.
Textures in Half-Life are rendered in lower resolution than they should.
For comparison, look at floor texture detalization on screenshot from this video:
And from Bochs:
This problem is visible on Windows 95 with official drivers 1.07.00 and OpenGL mode with
WickedGL 2.31 installed.
Such configuration is slightly different from configuration used in video (Amigamerlin 2.9 + WickedGL 3.02), but I doubt it matters much.
Half-Life version: v45/1.1.0.8 (GOTY edition).
Bochs version: e4deec2.
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