http://bugs.winehq.org/show_bug.cgi?id=12923
--- Comment #10 from Richie listmail@triad.rr.com 2008-05-10 00:39:01 --- Created an attachment (id=12866) --> (http://bugs.winehq.org/attachment.cgi?id=12866) patch for cached opengl pixel format table code loop
I have COD4 consistently displaying correct graphics on wine 1.0-rc1 now. No other tests done.
Regarding the initial "(cached) opengl pixel format table code loop" within dlls/wined3d/context.c... Without knowing the content/structure of the cfgs data, among other things, my first thoughts was that if it is expected that we use the *first* iPixelFormat found -when our depth requirements aren't met- (as per the code comments) it seems logical that we would need to break at that point.
However, it could simply be that by having added this loop break, the use of a *higher* iPixelFormat value is now being avoided (which for whatever reason could be causing the corruption issue). Perhaps within that there is the underlying issue?