http://bugs.winehq.org/show_bug.cgi?id=23081
--- Comment #2 from Matteo Bruni matteo.mystral@gmail.com 2010-06-30 13:27:45 --- Created an attachment (id=29270) --> (http://bugs.winehq.org/attachment.cgi?id=29270) force a wglFinish after each device->Clear
The issue seems to be related to clears and draws to render targets, made by different threads, happening in the wrong order. As the problem is caused by the GL commands order of execution on the card, different drivers/video cards/settings, or even different executions of the game make the problem manifest itself more or less strongly, or not at all. The attached patch seems to improve things in some cases, but almost surely it's not a real solution (for sure I expect a small performance hit, however). Can you give it a try?