http://bugs.winehq.org/show_bug.cgi?id=14762
--- Comment #5 from Tobias Jakobi liquid.acid@gmx.net 2008-08-04 19:03:22 --- (In reply to comment #3)
Yes it's there on geforce6100 with non-pow2 extension disabled. In backbuffer it's "bullet time filled with solid color", in fbo it's even worse in the current git, the "corridor flythrough" intro with motion blur shows total corrupted garbage and console is spammed with tons of errors including some glsl shader stuff (i have it default which is on i guess).
OK, I have GLSL disabled globally. But you might wanna take a look at: http://bugs.winehq.org/show_bug.cgi?id=14751
I can reconfirm this (nearly) black screen bug with ORM=fbo, but not with ORM=backbuffer. Maybe that's related.
Disabling texture_rectangle as well in directx.c makes it render semi-correctly, even with orm=fbo, but there's is only a subrectangle rendered in bullet time.
I think we're hitting a safe codepath here.
Either way lots of:
fixme:d3d:transform_texture Non-power2 texture being used with generated texture coords
Hmm, I only get these with mirrors enabled. But I have to check again. Can you try turning mirrors off in the ingame options?
I guess what this all means is there were several versions of code none of which really worked 100% perfectly but each has its own drawbacks. For this particular game older code used to work better.
I hope this is fixable, though :)