Cambid wrote on 2026-01-12, 10:54:
Dege wrote on 2026-01-11, 16:06:Ok, I see.
Do you have a savegame for that location? I could have a look into it.
Btw, is the border color not working at all wh […]
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Cambid wrote on 2026-01-11, 10:58:I'm not sure we're talking about the same thing here. I'm refering to this random texture corruption that happens sporatically. […]
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I'm not sure we're talking about the same thing here. I'm refering to this random texture corruption that happens sporatically. These random black rectangles that are not part of the bitmap that show up on some mip levels.
The attachment vlcsnap-2026-01-11-18h47m36s758.png is no longer available
Video example:
https://youtu.be/6_iG7frnkKc
The border colour issue is a strange one on Dgvoodoo because sometimes it works correctly and sometimes it doesn't, so I'm not really sure whats going on there.
I already understand that theres not much that can be done regarding the z-fighting issue.
Ok, I see.
Do you have a savegame for that location? I could have a look into it.
Btw, is the border color not working at all when it's not working or it just has component order problems that you mentioned?
This is a checkpoint just before that location. It's for the retail PC version with stock maps (not custom edition). To use it put it in "\My Games\Halo\savegames\"whatever your profile name is"\checkpoints\". I'm not exactly sure what the correlation is but I can farily reliably reproduce it here if I load up the level Keyes, run around for a bit, then load up that checkpoint on my 5700XT. I have a feeling it's GPU dependent as I can't reproduce it on my ancient Intel HD 4000 laptop (barely d3d11 capable).
It seems the border color isn't working at all when it's not working. It doesn't appear to be the component order issue that DXVK has. It consistently works if I change the mip filter for that sampler to none or point instead of linear.
I had a little time so I wanted to look into it. But I cannot find that place.
The checkpoint you attached gets me into this gameplay:
https://www.youtube.com/watch?v=ONw77tlKji0
A litte bit offtopic but I noticed that certain scene demos and games, like Halo itself, have rendering glitches here and there if played through D3D12 on Win11 with triangle fan support reported (modern drivers). Like this, from candytron:

If triangle fan support is present then dgVoodoo runs on the most performant, zero-copy rendering path. In fact, this seems to be the case with native modern drivers as well (because I get the same glitches) like the D3D9 native driver of the RTX 5060Ti.
Old contemporary D3D9 implementations probably created copies of data coming from certain vertex/index buffers inside the D3D9 Draw-calls so misusing the D3D9 API didn't affected the result.
I decided to bring back this "compatible behavior" through D3D12 (in the next version): if feature level 11.0 is selected then the D3D12 backend disables triangle fan support and runs on the old path. It changes nothing for old GPU's with FL11.0-only support because they did not report triangle fan support in the first place. Summarized:
- D3D12 FL11.0: compatibility mode through D3D12
- D3D12 FL12.0+: most performant zero-copy mode through D3D12