https://bugs.winehq.org/show_bug.cgi?id=55672
Bug ID: 55672 Summary: [Feature Request] Add an option to change the Texel Alignment for older D3D games Product: Wine Version: 8.16 Hardware: x86-64 OS: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: d3d Assignee: wine-bugs@winehq.org Reporter: barrosleo10@gmail.com Distribution: ---
Many older games relied on that option set to "0" to display textures properly, some that come to mind are Need for Speed III through Porsche Unleashed. Without it set properly, you get seams in textures and everything looks blurry. In Porsche Unleashed the effect is more drastic as the car windows don't actually shatter when your car flips over like they are supposed to when this setting is correct.
Comparison pics:
Texel 0: https://drive.google.com/file/d/1PJm4mUPdpw-c08ZL-wH-T68PVBouxJsN/view?usp=d...
Texel 3: https://drive.google.com/file/d/1_UEZmAN3-4Dam1vCGZXjYCIXoufFjwNd/view?usp=d...
https://bugs.winehq.org/show_bug.cgi?id=55672
Zeb Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |z.figura12@gmail.com
--- Comment #1 from Zeb Figura z.figura12@gmail.com --- Sorry, I'm confused, what does "texel alignment" refer to here?
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
https://bugs.winehq.org/show_bug.cgi?id=55672
Zeb Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever confirmed|0 |1 Summary|[Feature Request] Add an |Allow offsetting ddraw |option to change the Texel |texture sampling |Alignment for older D3D |coordinates (equivalent of |games |"Texel Alignment" / "Texel | |Origin Adjustment" driver | |workaround) Severity|normal |enhancement
--- Comment #3 from Zeb Figura z.figura12@gmail.com --- Thanks, I think I understand the issue here.