http://bugs.winehq.org/show_bug.cgi?id=34709
--- Comment #8 from Henri Verbeet hverbeet@gmail.com 2013-10-13 14:56:05 CDT --- (In reply to comment #7)
attached is a snippet containing resource unloading for "bad" and "good" case at the point of crash. Winedbg's backtrace is useless as nvidia's driver uses the frame pointer as scratch register.
If the crash is inside the GL driver, that probably means it's crashing inside the glDeleteTextures() call in gltexture_delete() then. It's not immediately obvious to me from the log why that would happen though, unless e.g. the GL context got corrupted or deleted earlier.