{"action":"opened","issue":{"url":"https://api.github.com/repos/PCSX2/pcsx2/issues/1151","labels_url":"https://api.github.com/repos/PCSX2/pcsx2/issues/1151/labels{/name}","comments_url":"https://api.github.com/repos/PCSX2/pcsx2/issues/1151/comments","events_url":"https://api.github.com/repos/PCSX2/pcsx2/issues/1151/events","html_url":"https://github.com/PCSX2/pcsx2/issues/1151","id":129920084,"number":1151,"title":"Baldur's Gate Dark Alliance II - Interlace issues, Occasional tree polygon stretching ","user":{"login":"Ceekur","id":16966633,"avatar_url":"https://avatars.githubusercontent.com/u/16966633?v=3","gravatar_id":"","url":"https://api.github.com/users/Ceekur","html_url":"https://github.com/Ceekur","followers_url":"https://api.github.com/users/Ceekur/followers","following_url":"https://api.github.com/users/Ceekur/following{/other_user}","gists_url":"https://api.github.com/users/Ceekur/gists{/gist_id}","starred_url":"https://api.github.com/users/Ceekur/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Ceekur/subscriptions","organizations_url":"https://api.github.com/users/Ceekur/orgs","repos_url":"https://api.github.com/users/Ceekur/repos","events_url":"https://api.github.com/users/Ceekur/events{/privacy}","received_events_url":"https://api.github.com/users/Ceekur/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":0,"created_at":"2016-01-30T00:39:25Z","updated_at":"2016-01-30T00:39:25Z","closed_at":null,"body":"Just a small issue considering Baldur's Gate DA 2. While it works quite well now on PCSX2 1.4.0, I was encouraged to make this post on two issues. In certain outdoor maps, the polygons of trees will occasionally go wacky across the screen based on where you walk, such as seen in the attached image. This occurs regardless of texture filtering modes, hardware / software, CRC Level, or other option toggles. Without any trees, everything is rendered without issue (second image).\r\n\r\nThere is also a general issue of interlacing, where the HUD requires it (usually Auto or Blend) to keep it from jumping, but the actual 3D world benefits from None, otherwise the ground texture will blur as you move.\r\n\r\n\r\n![bugpcsx2baldurtrees](https://cloud.githubusercontent.com/assets/16966633/12691989/19276542-c6a6-11e5-8ed3-60030f7272e8.png)\r\n\r\n\r\n![emubgda2c](https://cloud.githubusercontent.com/assets/16966633/12692008/5825d63e-c6a6-11e5-81f4-dcdab65e674d.png)"}}