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And so many things are broken in software too.

It was in development for a long time at a critical point in history. It seems to have started off as a software-first project (or possibly even software-only), then switched to hardware-first near the end of development. And not every effect was implemented in the hardware renderers.

Half-Life has a lot of grid textures that really need bilinear filtering and mipmapping to look decent, and they look even better with anisotropic filtering.

Many other games that released a little later (like Decent III) actually fully removed their software renderers before release because games needed to be hardware-only if they actually wanted to compete on visual quality.

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