http://bugs.winehq.org/show_bug.cgi?id=5776
stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed| |1
------- Additional Comments From stefandoesinger@gmx.at 2007-05-06 06:37 ------- The water problem is indeed the same as the problem in the pixel shader test, but its not really related to pixel shaders(and yes, its bump mapping)
3Dmark2001 assigns the perturbation texture to sampler 0, 1 and 2, but the shader only reads from sampler 0. From sampler 1 and 2 it just uses the texture coordinates for the tex3m3 instructions. Sampler 0 has the u and v coordinates set to REPEAT, while sampler 1 and 2 have them set up to CLAMP coords outside 0.0 and 1.0 to 0.0 and 1.0 resp.
Now the problem is that in d3d the texture address mode is a per sampler setting, while in opengl it is a per texture setting. So sampler 0 is applied correctly, texture address mode set to repeat. When sampler 1 is set up afterwards, the address mode gets changed and set to clamp.