http://bugs.winehq.org/show_bug.cgi?id=10636
Pierre Willenbrock pierre@pirsoft.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pierre@pirsoft.de
--- Comment #21 from Pierre Willenbrock pierre@pirsoft.de 2009-05-26 08:52:34 --- This is probably the same z-buffer issue described in the comments of bug #7260. With glxsnoop(available in the progs/xdemos directory of mesa), one can see that the tiles(that is, everything that is static) only sometimes get drawn to the z-buffer, while the moving parts(cars, sims, ...) are always drawn to the z-buffer. The z-buffer is only cleared if the game rerenders tiles.
So, i guess Sim city 4 tries to render the tiles without the depth-test, but still rendering to the z-buffer. This would be accomplished by using glDepthFunc(GL_ALWAYS), but instead it seems like glDisable(GL_DEPTH_TEST) is in effect.