http://bugs.winehq.org/show_bug.cgi?id=22684
--- Comment #2 from Roderick Colenbrander thunderbird2k@gmail.com 2010-05-16 15:37:51 --- A while ago I noticed some upside down issue but not sure when (think it was somewhere at the start of the level in the demo). I tried to reproduce this issue here by picking up a weapon (can you check if it also happens for a weapon). The screen flickers blue and the weapon is shown. The image doesn't look upside down. Like usual I can't reproduce this issue :( (This was on my ATI laptop which had this game installed; haven't tried NV yet)
It sounds like some call uses incorrect coordinates or the image was read back upside down. I think the previous test apps I used for RealizePalette (the ddtex / donut samples from the DX7 SDK and Red Alert) are single buffered or don't use the 'BltOverride back -> front flip' path which Jedi Knight uses. I think that before the change RealizePalette was only used on the front buffer because d3dfmt_get_conv
Hopefully I can find something on my nvidia based laptop. BTW could you try to run the game with OffscreenRenderingMode=backbuffer? I don't think it matters but you never know.