http://bugs.winehq.org/show_bug.cgi?id=13604
Stephen Mills smills15@cox.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |smills15@cox.net
--- Comment #5 from Stephen Mills smills15@cox.net 2008-09-12 10:49:26 --- I am not sure that I am experiencing the same behavior but I do also have problems with navigating the menus. Almost everything will stay on screen once drawn, every menu option that you click on will be drawn over the top of the previous one and even moving the mouse leaves a trail of cursors behind.
Running a regression test gave the attached results, but the comments from this patch make it sound like the real problem might be somewhere else.
from patch: /* This is disabled, but the code left in for debug purposes. * * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip, * we can clear it with some ugly color to make bad drawing visible and ease debugging. * The Debug runtime does the same on Windows. However, a few games do not redraw the * screen properly, like Max Payne 2, which leaves a few pixels undefined. * * Tests show that the content of the back buffer after a discard flip is indeed not * reliable, so no game can depend on the exact content. However, it resembles the * old contents in some way, for example by showing fragments at other locations. In * general, the color theme is still intact. So Max payne, which draws rather dark scenes * gets a dark background image. If we clear it with a bright ugly color, the game's * bug shows up much more than it does on Windows, and the players see single pixels * with wrong colors. * (The Max Payne bug has been confirmed on Windows with the debug runtime) */