http://source.winehq.org/git/wine.git?a=commit;h=fe0f0eb48a12e29af6a9e7407d4...
OK this is that commit with problem, but don't know what is corect solution... i just remove it back and all my problems with water flowing ine games is gone:). Problem is with changes just in utils.c file and that is not working properly with Mesa drivers that i use (i don't know for other drivers). Primer: water flow, wrong animation in portals, etc in Dungeon Siege 2 and all other games with similar functions.
I'm just revert minus lines and remove plus:):
- mat[12] = mat[8]; - mat[13] = mat[9]; + switch(coordtype) { + case WINED3DDECLTYPE_FLOAT1: + /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th. + * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because + * the input value to the transformation will be 0, so the matrix value is irrelevant + */ + mat[12] = mat[4]; + mat[13] = mat[5]; + mat[14] = mat[6]; + mat[15] = mat[7]; + break; + case WINED3DDECLTYPE_FLOAT2: + /* See above, just 3rd and 4th coord + */ + mat[12] = mat[8]; + mat[13] = mat[9]; + mat[14] = mat[10]; + mat[15] = mat[11]; + break; + case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */ + case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */ + + /* This is to prevent swaping the matrix lines and put the default 4th coord = 1.0 + * into a bad place. The division elimination below will apply to make sure the + * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0 + */ + case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */ + break; + default: + FIXME("Unexpected fixed function texture coord input\n"); + } + switch (flags & ~WINED3DTTFF_PROJECTED) { + /* case WINED3DTTFF_COUNT1: Won't ever get here */ + case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0; + /* OpenGL divides the first 3 vertex coord by the 4th by default, + * which is essentially the same as D3DTTFF_PROJECTED. Make sure that + * the 4th coord evaluates to 1.0 to eliminate that. + * + * If the fixed function pipeline is used, the 4th value remains unused, + * so there is no danger in doing this. With vertex shaders we have a + * problem. Should an app hit that problem, the code here would have to + * check for pixel shaders, and the shader has to undo the default gl divide. + * + * A more serious problem occurs if the app passes 4 coordinates in, and the + * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow + * or a replacement shader + */ + default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1; + }
and all problems with water animation is gone. Seems to any other games not have problems with that i do, but i don't know is this correct? Maybe someone of the developers knows better solution for this?
edit: this is tried in wine-0.9.58, Mesa versions 6.52, 7.0, 7.01, 7.02, 7.03rc2 (no problem with all this Mesas) and ATI 9250(r200) and also ATI 9800(r300) cards.