In some mid-1990's 3D hardware, texture coordinate is not represented by float-point, but by integer, like "pixel-index" in those 2D graphic hardware (namco s22 is a typical example).
If we emulate them using current float-point poly.c, by the (coord + 0.5)/size_of_texture method to convert to float-point, some graphic glitch may happen at polygon borders, because the range of texture-coordinate is from [0, size-1], not [0, size].
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
|