It looks like improper alpha handling in the renderer. Q3 can be a pain when dealing with alpha channels. Are you using a "blendFunc blend" or "blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA" shader keyword? You might try using "alphaFunc LE128" and alpha channel the texture instead of using alpha blending. That will hard-edge the texture instead of blending it. You might also try using "clampmap" instead of "map" on the texture call to fix the texture coords. If none of that works I'd try changing the image to a .tga or maybe even resizing it.
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