http://bugs.winehq.org/show_bug.cgi?id=27145
Stefan Dösinger stefan@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan@codeweavers.com
--- Comment #43 from Stefan Dösinger stefan@codeweavers.com 2011-12-01 15:41:06 CST --- FEAR 1 is setting WINED3DRS_DEPTHBIAS = -0.5, which is a pretty large value. E.g. Fear itself uses -0.000000178... for the decals, which is a sane value. The d3d value is simply added to the z coordinates of the fragments, so -0.5 is half the depth range.
I've no idea yet for a proper fix. My first guess would be that there's something that disables the polygon offset. The game is never using pretransformed vertices, which excludes the most likely candidate. Other things I can imagine are that d3d adds the depth bias after clipping, that there is a maximum bias or that the depth bias is ignored if the pixel shader writes Z values.