http://bugs.winehq.org/show_bug.cgi?id=30256
--- Comment #9 from Matteo Bruni matteo.mystral@gmail.com 2012-03-27 11:53:56 CDT --- (In reply to comment #8)
(In reply to comment #6)
The game doesn't really check for availability of the texture format and crashes if it can't create the WINED3DFMT_R16G16B16A16_UNORM render target;
Does that actually work on Windows?
I don't have a GPU without RGBA16 render target support around, so I'm not sure. On my older GeForce 6200 (which advertises D3DFMT_A16B16G16R16 render targets but not QUERY_POSTPIXELSHADER_BLENDING nor QUERY_FILTER flags) the game shows mostly junk, as if the render targets don't get updated. My guess is that the game still tries to render to the D3DFMT_A16B16G16R16 render target with alpha blending and that doesn't really work.
It would be interesting to repeat such test on Windows on a GeForce 8xxx - 2xx GPU. Although I guess it works there, so either Linux OpenGL drivers have issues with RGBA16 blending on that hardware which D3D drivers don't have, or the hardware actually doesn't support RGBA16 blending and they have some "nice" workaround for that in the D3D drivers (such as disabling writes to the RGBA16 render target).
Enough wild guessing...