http://bugs.winehq.org/show_bug.cgi?id=14762
--- Comment #3 from Alexander Dorofeyev alexd4@inbox.lv 2008-08-04 17:35:01 --- 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).
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.
Either way lots of:
fixme:d3d:transform_texture Non-power2 texture being used with generated texture coords
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.