Erik Abair
Erik Abair
No problem, given that the framerate is already quite low on hardware I think it's entirely reasonable to let this sit until accelerated rendering is available. Hopefully we can also...
Putting in draft until #110 is resolved
@theboy181 did some investigating and noted that it may be related to audio: https://discord.com/channels/680221390359887933/680221390359888154/993583954185699339
> Yeah, It fixes #1176 good job!!! It has other issues mentioned in #679 if you are interested in another log. > > Thank you for all the hard work...
Screenshot from hardware  nv2a log output from more or less the same frame on xemu [morrowind_water.txt](https://github.com/mborgerson/xemu/files/8018978/morrowind_water.txt)
The water texture is very interesting and has some radial gaps in the lower left quadrant. If I mess with the shader to exclude that quadrant, the problem goes away,...
The textures captured via nv2a-trace from hardware don't seem to have this corruption: 
I'm wrong, my capture died before the composition; there are similar frames on HW: 
But I do see that the tex0 is pretty substantially different between xemu and HW. Looks like maybe this is used for the ripple effect on the water: xemu: ...
Looks like the alpha channel on the source textures in xemu is dramatically different from what I think is the same texture in hardware and more or less matches the...