http://bugs.winehq.org/show_bug.cgi?id=21962
--- Comment #58 from Stefan Dösinger stefandoesinger@gmx.at 2010-04-11 16:07:43 --- Ah, I know those issues. I am seeing them only when I hack out the glFlush calls that are supposed to synchronize the draw order across threads. My suspicion was that one thread sets the texture address mode of some (dynamic) textures and that interferes with the commands scheduled in the other thread. I didn't verify that yet, but I'll take a look at how the dynamic buffer stuff affects this.