http://bugs.winehq.org/show_bug.cgi?id=21962
--- Comment #76 from Stefan Dösinger stefandoesinger@gmx.at 2010-04-20 12:07:19 ---
I played about 2 hours yesterday night with v1.1.43 + Attachment 27372 [details] and didn't experience a single crash...
I don't understand how this would happen. We still drop the VBO, so the memory that once pointed into the mapped buffer is likely to disappear at some point. It's possible that removing this flag stops the driver from reallocating *other* VBOs, so it doesn't mix around memory allocations that much.
The basic problem(draw-while-locked) still remains.
It's not too hard to work around this specific problem your game hits. Just catch the behavior, don't create a VBO for this specific buffer, and we have well-defined and valid GL calls, and no dangling pointers. It just seems wrong to me, and I still don't think that there isn't a way to stop the game from doing these broken calls.