http://bugs.winehq.org/show_bug.cgi?id=27798
--- Comment #16 from Stefan Dösinger stefandoesinger@gmx.at 2011-08-24 18:10:00 CDT --- With a glut test case I spotted a difference between Mesa and Nvidia binary regarding handling of negative indices(or actually integer overflows when adding index + base vertex index), but I doubt that this affects GTA 3.
As far as I can see the app doesn't do anything crazy. In the draw that crashes here the base vertex index is 326, the indices from the buffer are between 0 and 123. I see no obvious way for the driver to screw up here.
Assuming my crash following the failure to allocate a buffer is the same issue as your incorrect drawing I think the only way to figure this out is to dive into the Mesa code to see what is going on.