
Originally Posted by
mirv
If you'd like however, and this isn't for wine but from my own programming, I have seen shaders missing things specifying the precision of floats in the fragment shader. This is required by spec - shaders on fglrx wouldn't work without it. Problem is, not much old code had it, and previous specs didn't require it - so if it still worked, why look for a problem?
This is why it's important to have at least 2 implementations of any spec - to check and make sure everything's programmed as it "should" be. No blame, no accusations, merely continued software development.