I've been working on cross-platform 3D engine but atm I have version running natively on OSX and iPhone/iPad ( which in Simulator uses system GL library ). The problem I'm experiencing is that each texture is slightly shifted in both directions ( looks like just about one texel shift ) and I would look more in my code if I didn't see same issue in Blender3D - after generating some lightmaps it became more visible on color gradients. Texture files are ok and same texture coords ( which just covers whole quad ).
Here's an example of how it looks in blender ( tex coords for 2-triangles are for corners in range (0.0, 0.0)-(1.0, 1.0) ): http://i28.tinypic.com/2yllfr5.png
You can see there on the right and up edges of marked quad which are filled with wrong texels.
Any idea how to work around it? I use OSX 10.6, updated to the latest version.