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GSdx Regressions after build 640 #1314
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What happens if you use forced filtering? |
I can confirm this. It only happens with OpenGL though, DX is fine. Not only are textures flat, the car tyres also disappear at times. |
Gregory just fixed a pretty nasty typo an hour ago, is it not fixed now? |
That fixed the horrible texture mutation. |
Cool, so does that mean this issue is fixed? :) |
It should be. The banners in the night level are fixed(not pixelated anymore) and I didn't notice a green line above the trees either. |
Cool, ill close this for now then :) |
Build: 650/651
I've encountered 2 regressions after switching from 640. Here is what I've noticed in Gran Turismo 4
In both screenshots, the emu is running at 3x native with texture filtering set to Bilinear (PS2), and Blending Accuracy High
Before (640)
After (650)
Before (640)
After (650)
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