http://bugs.winehq.org/show_bug.cgi?id=8363
------- Additional Comments From stefandoesinger@gmx.at 2007-04-06 12:56 ------- I debugged this, and quickly noticed that adding a glDisableClientState(GL_TEXTURE_COORD_ARRAY); in the else path inside the texture loading for loop works around the crash. But this is not a correct fix.
Further checking shows that the the texture coord array is disabled for all stages at the beginning of loadTexCoords(as it is supposed to be). However, later on it is enabled in the already mentioned else path(where no texture coords exist). The only way this could happen is that the D3DTSS_TEXCOORDINDEX state interferes, but I don't understand yet how that can happen.