https://bugs.winehq.org/show_bug.cgi?id=55672
--- Comment #2 from PlayNeth barrosleo10@gmail.com --- (In reply to Zeb Figura from comment #1)
Sorry, I'm confused, what does "texel alignment" refer to here?
I'm bad at explaining these things so I'll quote ddrawcompat's wiki on github: "Direct3D 9 and older versions have the (0, 0) pixel coordinate at the center of the top-left pixel instead of at the top-left corner of it. Therefore, applications should shift their vertex coordinates by a half pixel when trying to render a textured quad with perfect 1:1 texel-to-pixel mapping. Refer to the Directly Mapping Texels to Pixels (Direct3D 9) article of the Windows API documentation for details.
Unfortunately, many old applications didn't get this right, causing various display glitches, such as horizontal or vertical lines around sprite edges, or hard to read text. Resolution scaling, antialiasing and texture filtering overrides can make this issue worse."
It boils down to a texture misalignment as some early D3D games expected a value other than 0 (usually 3) which is the D3D9 standard, back in the day drivers usually would you let you adjust that option accordingly if you notice something odd in games and that would fix it in most cases