http://bugs.winehq.org/show_bug.cgi?id=14724
--- Comment #4 from Tobias Jakobi liquid.acid@gmx.net 2008-08-02 09:45:01 --- Update: http://www.opengl.org/wiki/index.php/NPOT_Textures
Quoting from the link: With GL 2.0, you can make textures of any type (2D, 3D, cubemap), with any dimension, any filter mode, mipmaps, anisotropy, any wrap mode. It may however run in software mode. If GL_ARB_texture_non_power_of_two is present, it should always run in hw mode. GL_ARB_texture_non_power_of_two is thus an indicator extension. If you don't have GL_ARB_texture_non_power_of_two, then you can make NPOT texture, just that follow the same limitation as for GL_ARB_texture_rectangle (no mipmaps, GL_CLAMP_TO_EDGE, etc) and it will be hw accelerated. Geforce FX is an exception. It will always do software rendering. You have to use GL_ARB_texture_rectangle for this GPU.
@Stefan: So we should add the FX series to the fixup list and disable unconditional NP2 support completly, right?
Leaves us with the question: Why does bullettime PP effects stop working after enabling the texture_rectangle extension?
Greets, Tobias