Am 14.06.2013 um 09:07 schrieb Henri Verbeet <hverb...@codeweavers.com>:
> + shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= > gl_Vertex.w;\n"); I think you have to disable the rhw divide in drawStridedSlow in case the application falls back to it despite this patch, e.g. because of specular fog or float16 emulation.