http://bugs.winehq.org/show_bug.cgi?id=19412
--- Comment #24 from Charles Davis cdavis@mines.edu 2009-07-29 17:57:58 --- (In reply to comment #23)
RA3 probably doesn't use sRGB textures.
Good point.
I guess (if we go with your patch) we'll have to disable the glCompressedTexSubImage2DARB() path when we're dealing with sRGB textures. But (in addition to making wined3d even more convoluted than it already is) we'll then need a way to distinguish sRGB textures from others. I don't know if this is worth pursuing. You're the D3D/GL experts.
Or, the crash in Stefan's test app might have some other cause. There's lots of strange bugs in the Mac OS GL implementation, as you are both well aware (and you know about these primarily because CodeWeavers pays you in part to work around them for CrossOver Games :). I suspect the reason is that, like much of Mac OS X, it was (re)written from scratch. (Under the hood, it seems like a completely different beast from the various Linux OpenGLs, from what I can tell.) New code tends to have more bugs than older code. That, and the fact that most of the upper OS layers, including the OpenGL framework, aren't open source (so nobody outside of Apple gets to take a good look at them).