GSdx
I don't think there is a "fix it the right way".

We understand why it happens, also.
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no, I actually meant on what triggers the invalid data on billinear mode.
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"UserHacks_stretch_sprite = 1" seems to fix 'Taisho Mononoke Ibunroku' too...
Good job, Gregory!!!Happy


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Also fixed line problems with 'Seven - Cavalry of Molmoth' and 'Venus & Braves', also by Namco...
Wonderful!!!Laugh

EDIT:
Garbage lines when rendering 'Odin Sphere' @4XNative with GSDX also corrected!!!


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Well, this is a nice development. Awesome Smile
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Good work gregory, biohazard gun survivor NTSC-J runs without problems now.
I have only scaling problems with Nvidia DX11, but by switching back to DX9 has solved the problem.
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Thanks you everybody for those great feedbacks.

I currently thinking to implement my texture stretching patch into another way. The idea is to disable upscaling of 2d sprites (all others primitives will still be upscaled). However it will be GL only Tongue2
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(04-05-2015, 04:23 PM)gregory Wrote: Thanks you everybody for those great feedbacks.

I currently thinking to implement my texture stretching patch into another way. The idea is to disable upscaling of 2d sprites (all others primitives will still be upscaled). However it will be GL only Tongue2

In my humble opinion OpenGL is the future API for PCSX2.
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OpenGL itself is well supported on Windows, too.
The only real issue with it is that performance is bad, compared to D3D.
There must be some kind of problem in GSdx that makes it perform so badly.
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(04-05-2015, 04:42 PM)rama Wrote: OpenGL itself is well supported on Windows, too.
The only real issue with it is that performance is bad, compared to D3D.
There must be some kind of problem in GSdx that makes it perform so badly.

I say it time to rewrite gsdx but that is no so simple and last i check no one really wants to tackle that taskUnsure

I would love OpenGL to perform better seeing OpenGL isnt as strick as DX interms of what OS can use it
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