https://bugs.winehq.org/show_bug.cgi?id=31260
--- Comment #34 from Urbez urbez_santana@enginyeriainformatica.cat --- I have found the problem of light: In ddraw/vertexbuffer.c: d3d_vertex_buffer7_ProcessVertices
Tomb raider 4, calls this with the OR of this flags: D3DVOP_TRANSFORM | D3DVOP_LIGHT
The last, D3DVOP_LIGHT is not implemented in WineD3D.
Microsoft says that this flag is normally implemented in GPU not in the CPU host, and the vertex must have normals (this is the case in TR4) if the vertex not include normals the multiply is by 0.
Next step, i try to implement using the normals and the light data the correct specular and diffuse colors.