fix texture alignment
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77bf084e6c
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@ -372,8 +372,6 @@ void Direct3DDisplay::render()
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pDevice->BeginScene();
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pDevice->SetSamplerState( 0, D3DSAMP_BORDERCOLOR, D3DCOLOR_XRGB( 0x00, 0xFF, 0x00 ) );
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// copy pix to emulatedImage and apply pixel filter if selected
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D3DLOCKED_RECT lr;
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@ -670,28 +668,28 @@ void Direct3DDisplay::calculateDestRect()
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FLOAT textureX = (FLOAT)width / (FLOAT)textureSize;
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FLOAT textureY = (FLOAT)height / (FLOAT)textureSize;
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// configure triangles
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Vertices[0].x = (FLOAT)destRect.left;
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Vertices[0].y = (FLOAT)destRect.bottom;
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Vertices[0].x = (FLOAT)destRect.left - 0.5f;
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// -0.5f is necessary in order to match texture alignment to display pixels
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Vertices[0].y = (FLOAT)destRect.bottom - 0.5f;
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Vertices[0].z = 0.0f;
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Vertices[0].rhw = 1.0f;
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Vertices[0].tx = 0.0f;
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Vertices[0].ty = textureY;
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Vertices[1].x = (FLOAT)destRect.left;
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Vertices[1].y = (FLOAT)destRect.top;
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Vertices[1].x = (FLOAT)destRect.left - 0.5f;
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Vertices[1].y = (FLOAT)destRect.top - 0.5f;
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Vertices[1].z = 0.0f;
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Vertices[1].rhw = 1.0f;
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Vertices[1].tx = 0.0f;
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Vertices[1].ty = 0.0f;
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Vertices[2].x = (FLOAT)destRect.right;
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Vertices[2].y = (FLOAT)destRect.bottom;
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Vertices[2].x = (FLOAT)destRect.right - 0.5f;
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Vertices[2].y = (FLOAT)destRect.bottom - 0.5f;
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Vertices[2].z = 0.0f;
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Vertices[2].rhw = 1.0f;
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Vertices[2].tx = textureX;
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Vertices[2].ty = textureY;
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Vertices[3].x = (FLOAT)destRect.right;
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Vertices[3].y = (FLOAT)destRect.top;
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Vertices[3].x = (FLOAT)destRect.right - 0.5f;
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Vertices[3].y = (FLOAT)destRect.top - 0.5f;
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Vertices[3].z = 0.0f;
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Vertices[3].rhw = 1.0f;
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Vertices[3].tx = textureX;
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