http://bugs.winehq.org/show_bug.cgi?id=26383
--- Comment #9 from Night Nord NightNord@gmail.com 2011-03-12 14:43:51 CST --- I'm still unable to reproduce the problem in native environment. And I can't see any point in log, when this texture is deleted.
Texture is created on level 0, internal format GL_RGBA8, format GL_BGRA, data format GL_UNSIGNED_INT_8_8_8_8_REV. Surface received default texture parameters (MIN/MAG_FILTER - LINEAR). I've hacked fbotexture example from mesa-progs, making it remove texture with glDeleteTextures before detaching it from FBO, but it still works correctly, even with texture created with similar settings to above ones.
I have zero DirectX knowledge, so I'm completely lost into wine's code and I don't know is there is any subtle changes or mipmaps for this texture. But this seems to be backbuffer render surface, related to swapchain, or I've missed something.
And I'm not sure, that we are looking at right way at all. I'll recorded a small video [1] of in-game process (with commented clean-up call), so you may see how it looks like. I guess something terribly wrong with the rendering process itself, so there could be any mistake here. As just another reason for this version - sometime game may work for a few seconds, rendering such awful images before crashing and sometime it crashes just before first frame even rendered. So it's not exactly permanent.
[1] http://www.youtube.com/watch?v=kKHouTCfmlk