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A welcome sight.
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By the way, did you check the video for the exact spot where it happens? It's a relatively small area (some flat stone on the ground). So it's easy to miss if you aren't looking at it.
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It could be d3d11-Deferred_Context. I'll try building with that patchset enabled.
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UPDATE: no, using both d3d11-Deferred_Context and wined3d-Copy_Resource_Typeless didn't help either. I'll try adding wined3d-GenerateMips, though that should be implementing same dark ground hack idea that Mesa freeze prevention Wine patch implements... I'll need to use direct Mesa workaround. I think that coupling of freeze prevention and dark ground patch isn't a good idea.
UPDATE2: Yep, that did it. The water looks nice with these patches:
wined3d-buffer_create wined3d-sample_c_lz wined3d-GenerateMips d3d11-Deferred_Context xaudio2-get_al_format
I'll ping Józef about splitting his hack patch for the freeze and dark ground.
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Yeah, seem that requires the GenerateMips patch, as those black specks on the water were back for me too, with the latest builds using the hack.
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glsl_correct_derivatives_after_discard=true
The problem is that it worsens performance.
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