http://bugs.winehq.org/show_bug.cgi?id=28078
--- Comment #12 from Henri Verbeet hverbeet@gmail.com 2011-08-17 10:01:53 CDT --- (In reply to comment #11)
(In reply to comment #10)
Using VBOs or not shouldn't make a difference. Without VBOs you're supposed to go to the immediate mode path and do the same fixup there.
Note the hardcoded "3" in the glVertexPointer command in load_vertex_data, state.c in the case where we're not using a VBO. This is an ancient hack. The short-term fix would be to fall back to drawStridedSlow, for which I'll write a patch later today to see if my suspicion is correct.
We should already be using that for transformed vertices.