http://bugs.winehq.org/show_bug.cgi?id=6351
------- Additional Comments From hverbeet@gmail.com 2006-20-10 02:32 ------- Yes. The problem here is that in D3D the depth buffer can be shared between an offscreen and onscreen surface, and in wine we currently can't. That causes the sky to be drawn over the terrain, giving the invisible terrain. I've got some patches that fix this issue in my local tree, but at the moment they break a lot of other things, and the performance is unacceptably slow.