I'm rendering a hex map with a batched set of sprites (one per cell).  The
batch looks pretty good, but on close inspection I can see that the pixels
are not rendered exactly as the source image.

Here's a image with the original image and a small cropped view of a few
rendered sprites in the hex grid:
http://img830.imageshack.us/img830/812/hexes.png

I'm guessing I either need to adjust the modelview transformation or change
some gl* setting.  I've played around with GL_TEXTURE_MIN_FILTER and
GL_TEXTURE_MAG_FILTER and glHint, but haven't had any luck.

How can I fix this?

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