If I do surface.DrawTexturedRect with my test material, I get this.
However, if I draw it with
surface.DrawTexturedRectUV with the UVs as -0.016, -0.016 and 0.016 and 0.016 (for my 1024x1024 texture) the result is this
Is there any way to fix this so that UVs aren’t offsetted?
Here’s my test material for reference.