http://bugs.winehq.org/show_bug.cgi?id=34266
--- Comment #2 from Andrew Church achurch+wine@achurch.org 2013-08-15 08:23:42 CDT --- I suppose it's also possible that a native D3D renderer either rasterizes the triangles or samples the texture (which is DXT1 with some transparent areas) in such a way that the shader never reads any texture samples with alpha equal to zero. (That seems to me to be a risky design strategy since it fails horribly if your vertex coordinates are even slightly off, but I've seen stranger design choices before...)