18 Jan
2015
18 Jan
'15
9:42 p.m.
https://bugs.winehq.org/show_bug.cgi?id=37711 --- Comment #5 from Axel D <davyaxel(a)free.fr> --- Ok, now we discovered something else. When render target is D3DFMT_NULL, the size of the rendering shouldn't be restricted to the render target size, but to the depth buffer size. Doing it wrong also breaks shadows on payday2. Perhaps it's the problem wine hits ? -- 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.