http://bugs.winehq.org/show_bug.cgi?id=31493
--- Comment #6 from Henri Verbeet hverbeet@gmail.com 2012-10-13 04:49:55 CDT --- (In reply to comment #5)
However, both issues mentioned here (i.e. "penetrating lights" and "invisible tooltip text") *could* be caused by some kind of missing synchronization between two rendering threads, so things are rendered in the wrong order. That is:
- Lights after geometry obscuring them
- Some letters in tooltips prior to the tooltip's background
The issue with the lights is caused by occlusion queries not working across threads, and just giving wrong results in that case. This causes lights to be rendered that are supposed to be occluded. I don't know for sure if the tooltip issue is the same bug or related, but it's not an unreasonable assumption. We have other known issues with multithreaded D3D as well though. Some of those can be worked around with the "StrictDrawOrdering" registry setting, though at a significant performance cost.