diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 9737f2b9d87..493be883ae3 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -216,6 +216,16 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]); if(glParm) { + if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) { + /* There are a few issues with this: First, our inability to + * select a proper Z depth, most of the time we're stuck with + * D24S8, even if the app selects D32 or D16. There seem to be + * some other precision problems which have to be debugged to + * make NOTEQUAL and EQUAL work properly + */ + FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n"); + } + glDepthFunc(glParm); checkGLcall("glDepthFunc"); }