http://bugs.winehq.org/show_bug.cgi?id=21962
--- Comment #42 from Stefan Dösinger stefandoesinger@gmx.at 2010-04-03 03:24:21 ---
0009:trace:d3d:buffer_PreLoad Buffer flags 0, vbo 0, heapMem (nil)
There's no VBO and no memory allocated. That's not good.
Unfortunately, the buffer is already in this state when your log starts. And there are multiple draw calls with the broken buffer that succeed. Fairly strange.
Can you change the debug line my log added to additionally print This->resource.allocatedMemory? I expect it to be non-null. If that is the case it's possible that heapMemory is freed at some point, allocatedMemory not unset, and the originally allocated memory stays around in some orphaned state. When the kernel decides to unmap it from the app's address space the game crashes.
I'll see if I can reproduce the vbo = 0 heapmem = NULL behavior here. Should be more reproducible than the crashes themselves.