Erik Abair

Results 83 comments of 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...

@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 ![morrowind_water](https://user-images.githubusercontent.com/448413/152877522-18451912-bdc0-4ace-9df2-f9d9b23f9167.jpg) 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: ![command49--tex_0color-a](https://user-images.githubusercontent.com/448413/153488712-9efb8656-8e35-42d0-80b6-d4132f2dd136.png)

I'm wrong, my capture died before the composition; there are similar frames on HW: ![command10003--color-a](https://user-images.githubusercontent.com/448413/153621785-3a3c7b60-48b4-422b-ad35-7d8231e2ed39.png)

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: ![t0](https://user-images.githubusercontent.com/448413/153634475-1b34d2cc-6566-42ab-bf56-d1411f5a98ee.png)...

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...