http://bugs.winehq.org/show_bug.cgi?id=9609
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefandoesinger@gmx.at Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #1 from Stefan Dösinger stefandoesinger@gmx.at 2007-09-07 14:48:59 --- The problem is depth stencil sharing with multiple render targets. Depending on your offscreen rendering method(HKEY_CURRENT_USER/Software/Wine/Direct3D/OffscreenRenderingMethod) you get different results.
With the default backbuffer, the whole game is broken, even without night vision
With pbuffer it is untested, but expected to be broken too
with fbo, the normal rendering works, but the nightvision fails because the fbo does not have proper stencil support yet, and because the transfer from the onscreen depth buffer to the offscreen depth buffer is not completely right.