https://bugs.winehq.org/show_bug.cgi?id=31260 --- Comment #34 from Urbez <urbez_santana(a)enginyeriainformatica.cat> --- I have found the problem of light: In ddraw/vertexbuffer.c: d3d_vertex_buffer7_ProcessVertices Tomb raider 4, calls this with the OR of this flags: D3DVOP_TRANSFORM | D3DVOP_LIGHT The last, D3DVOP_LIGHT is not implemented in WineD3D. Microsoft says that this flag is normally implemented in GPU not in the CPU host, and the vertex must have normals (this is the case in TR4) if the vertex not include normals the multiply is by 0. Next step, i try to implement using the normals and the light data the correct specular and diffuse colors. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.