http://bugs.winehq.org/show_bug.cgi?id=28078
--- Comment #9 from Stefan Dösinger stefandoesinger@gmx.at 2011-08-17 02:25:23 CDT --- No need to bother about (2), I have my suspicion now. I guess that the game draws transformed geometry(x/y/z/rhw position), where the rhw doesn't influence the vertex's position, but affects texturing. Without converted vertex buffers we ignore the rhw(reciprocal w) because opengl expects x/rhw, y/rhw, z/rhw, 1/rhw. This is could be considered a performance hack.
If my suspicion is correct the proper fix is a vertex pipeline replacement shader.