http://bugs.winehq.org/show_bug.cgi?id=22383
--- Comment #7 from Roderick Colenbrander thunderbird2k@gmail.com 2010-09-11 14:42:35 CDT --- A potential fix for this could be to use GL sync objects and wait for them in the other thread in case of multithreading. It should be a lot lighter compared to a normal glFlush.