http://bugs.winehq.org/show_bug.cgi?id=12923
--- Comment #32 from Roderick Colenbrander thunderbird2k@gmx.net 2008-05-20 09:45:59 --- As I explained the issue is basically that D3D programs have to decide either when they initialize D3D or add a later stage whether they want to use a depth and stencil buffer. In case of OpenGL you need to request depth and stencil support roughly at the moment you initialize OpenGL. In order to support the 'delayed' depth / stencil usage which D3D allows we need to 'reinitialize' OpenGL and that is tricky (we need to recreate all textures, shaders, ..). This is too risky to do during the 1.0 codefreeze. Stefan and I thought it would be easy but we missed some things.
The workaround just hard codes the use of a depth stencil format at OpenGL initialization time and that way works around the issue.