http://bugs.winehq.org/show_bug.cgi?id=27733
--- Comment #6 from Matteo Bruni matteo.mystral@gmail.com 2013-04-25 10:50:55 CDT --- This is not fixed for me on Mesa radeon. Not sure why it works fine on Nvidia (I can confirm that it does).
In general I wouldn't expect any change from 10d46bc042696bb9e5c45ac88af332c957bbff03 related to this bug. If the debugging I did at the time was correct, the issue is caused by a different handling of fog coordinates between D3D and OpenGL with fixed function rendering. Essentially if there is an orthogonal projection matrix set, the fog is computed with the pre-projection z value on GL, while in D3D it is computed from the projected z. Properly fixing that requires a vertex pipeline replacement, which isn't there yet.
So, no idea why that commit actually made a difference here. Sure enough, the test I added in afd1fe43890026540703c9bc146fba49da316325 still fails, on nvidia as on radeon. I guess I can take another look, but in any case I wouldn't call this bug fixed just yet.