FYI: Did some mining, in the Renderer where it handles Dynamic Models - There is code for once it has all the textures for a Player / NPC Dynamic model is resizes the texture by 50%. So forcing MipMap Bias to -1 won't work around this issue.
However, a crafty dll Mod for RemoteRenderer could get around this issue by setting the resize to 1:1 instead of 1:2."
XML Data for Controlling Texture MipMaps in RemoteRenderer.dll @ 0x00096B60
Code:
<?xml version="1.0"?>
<TextureObject>
<MagFilter>Linear</MagFilter>
<MinFilter>Linear</MinFilter>
<MipMapFilter>Linear</MipMapFilter>
<UAddress>Clamp</UAddress>
<VAddress>Clamp</VAddress>
<WAddress>Clamp</WAddress>
<LODBias>0</LODBias>
<MaxMipMap>1</MaxMipMap>
<Compression>Color</Compression>
<Type>Image</Type>
</TextureObject>
Direct Dump from RemoteRenderer.dll @ 0x000944B9
Shader Function for Downscaling Textures
Code:
#ifdef PS_1_x.#define TEX2D( value ) tex2D( tex##value, In.T##value ).#define EXTRA_TEXCOORD( value ) float2 T##value : TEXCOORD##value;.#define CONSTANT_SCALE( value ) ( ( (value) > 2.0 ) ? 1.0 : ( (value) / 2.0 ) ).#define RESCALE( value ) value += value.#else.#define TEX2D( value ) tex2D( tex##value, In.T0 ).#define EXTRA_TEXCOORD( value ).#define CONSTANT_SCALE( value ) value.#define RESCALE( value ).#endif.sampler tex0 : register( s0 );sampler tex1 : register( s1 );sampler tex2 : register( s2 );float4 consta : register( c0 );struct VS_OUT{ float2 T0: TEXCOORD0; EXTRA_TEXCOORD( 1 ) EXTRA_TEXCOORD( 2 )};float4 main( VS_OUT In ) : COLOR{ const float4 crc = { CONSTANT_SCALE( 1.595794678f ), -CONSTANT_SCALE( 0.813476563f ), 0, 0.0 }; const float4 crb = { 0, -CONSTANT_SCALE( 0.391448975f ), CONSTANT_SCALE( 2.017822266f ), 0.0 }; const float4 adj = { -CONSTANT_SCALE( 0.87065506f ), CONSTANT_SCALE( 0.529705048f ), -CONSTANT_SCALE( 1.081668854f ), 0 }; float4 p; float y = TEX2D( 0 ).a; float cr = TEX2D( 1 ).a; float cb = TEX2D( 2 ).a; p = y * CONSTANT_SCALE( 1.164123535f ); p += (crc * cr) + (crb * cb) + adj; RESCALE( p ); p.w = 1.0; p *= consta; return p;}........#ifdef PS_1_x.#define TEX2D( value ) tex2D( tex##value, In.T##value ).#define EXTRA_TEXCOORD( value ) float2 T##value : TEXCOORD##value;.#define CONSTANT_SCALE( value ) ( ( (value) > 2.0 ) ? 1.0 : ( (value) / 2.0 ) ).#define RESCALE( value ) value += value.#else.#define TEX2D( value ) tex2D( tex##value, In.T0 ).#define EXTRA_TEXCOORD( value ).#define CONSTANT_SCALE( value ) value.#define RESCALE( value ).#endif.sampler tex0 : register( s0 );sampler tex1 : register( s1 );sampler tex2 : register( s2 );sampler tex3 : register( s3 );float4 consta : register( c0 );struct VS_OUT{ float2 T0: TEXCOORD0; EXTRA_TEXCOORD( 1 ) EXTRA_TEXCOORD( 2 ) EXTRA_TEXCOORD( 3 )};float4 main( VS_OUT In ) : COLOR{ const float4 crc = { CONSTANT_SCALE( 1.595794678f ), -CONSTANT_SCALE( 0.813476563f ), 0, 0.0 }; const float4 crb = { 0, -CONSTANT_SCALE( 0.391448975f ), CONSTANT_SCALE( 2.017822266f ), 0.0 }; const float4 adj = { -CONSTANT_SCALE( 0.87065506f ), CONSTANT_SCALE( 0.529705048f ), -CONSTANT_SCALE( 1.081668854f ), 0 }; float4 p; float y = TEX2D( 0 ).a; float cr = TEX2D( 1 ).a; float cb = TEX2D( 2 ).a; float a = TEX2D( 3 ).a; p = y * CONSTANT_SCALE( 1.164123535f ); p += (crc * cr) + (crb * cb) + adj; RESCALE( p ); p.w = a; p *= consta; return p;}.ps_2_0