JDK-6603000 : D3D: incorrect texel to pixel mapping in some cases
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In the end we decided on fixing tex-pix mapping
by shifting the geometry by -0.5 post-transform.
And luckily we already had a fix for the texture
bleeding with bilinear filtering ready for the opengl
pipeline, so we used it.
The fix for 6602861 addressed most of the rendering issues with
Nimbus L&F, but unfortunately not all.
For example, when painting vertical scrollbars Nimbus scales
and rotates a translucent volatile image to render the
track of the scroll bar. On some video boards this results in
a 1-pixel high hole at the bottom of the track (above the
This is because the way we use texture transform to offset
the texture for proper texel to pixel mapping is still not entirely
correct - it only looks at the device's scale factors.
Also, when rendering a background of a menu bar, one can see
some texture bleeding on the right side, most likely because
the board doesn't support non-pow2 textures and so the bilinear
filtering is sampling texels from outside of the "image"'s
bounds in a texture.