http://bugs.winehq.org/show_bug.cgi?id=17423
--- Comment #5 from Stefan Dösinger stefandoesinger@gmx.at 2009-02-20 06:33:49 --- I can reproduce this bug with the demo
What confuses me though is that the fog behavior this game expects is different from what my test shows. The game uses vertex shaders that write fog coords, and sets D3DRS_FOGTABLEMODE to linear fog. FOGVERTEXMODE is zero. My test says that in this case the vertex shader fog coord is ignored and d3d always uses the Z coordinate, because per-vertex fog coordinates only work with per-vertex fog(FOGTABLEMODE = NONE). The game however expects the vertex shader fog coordinates to be used.
I can think of 3 possibilities:
1) I missed something and my test is wrong 2) There is some capability flag that changes the behavior, and POPSOT might behave differently on Windows than on Wine due to caps differences 3) There's some game specific quirk in the Windows driver.