https://bugs.winehq.org/show_bug.cgi?id=35993
--- Comment #16 from Aexander kq3thih@mailnesia.com --- (In reply to Matteo Bruni from comment #15)
Nice catch! Actually that might be exactly how we want to fix this. The alternative is to still only copy vertex_count vertices (but starting from min_vertex_idx) and adjust the call to wined3d_device_set_base_vertex_index() instead.
There's that saying with infinite monkeys banging on typewriters. I started with trying to adjust the base vertex and do something with vb_pos which did not help. Of course I don't particularly grasp that part of the code. I haven't worked with DirectX or OpenGL before. Actually, really haven't done much with C either. There was one comment I stumbled across, "...could simply be set to include the entire vertex buffer at the price of performance." Which gave me the idea to increase vtx_size. Still I was surprised when it rendered everything correctly.
While I could no doubt beat git into shape to generate a patch I wouldn't feel comfortably submitting it as I don't understand the existing code in that function much less the implications of the proposed change.
I see that Wine is in code freeze currently. Assuming proper patches were submitted is this something that would make it into 2.0?