[Wine] Re: Double Buffer in Medieval II ?

gnivler wineforum-user at winehq.org
Sun May 11 22:57:21 CDT 2008


gripp wrote:
> Hi
> total wine noob here - please spell things out a bit...
> 
> the error i get that stops me from from loading medieval II is 
> 
> 
> > fixme:d3d:IWineD3DDeviceImpl_CreateAdditionalSwapChain The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible
> 
> 
> and the how-to for this game says to go to the the "graphics" tab in the winecfg and select the double buffer whatever - there is no double buffer anything in my winecfg 
> i have "allow desktop apps to stop the mouse.."
> "allow the window manager to control the windows"
> "emulate a virtual desktop"
> and
> "allow pixel shader"
> then the screen rez.  
> 
> i'm using ubuntu hardy installed via wubi
> i have installed the plethora of dependancies listed here:
> http://ubuntuforums.org/showthread.php?t=297280&highlight=open+%252Fdev%252Fsnd%252Fseq+failed
> and have fixed the preloader error.
> i have an 8800GTX with the linux driver installed (i.e. compiz works)
> 
> also, i have successfully used winetricks to install dotnet2.0 
> (if that helps)
> but cant get gecko/IE to connect to the internet - it installed, but just stays on a white screen...


Afraid I'm also a total wine noob but I'm learning.  Have you given a thought or attempt to these registry tweaks?  They seem to apply to rendering methods, framebuffer is mentioned.

http://wiki.winehq.org/UsefulRegistryKeys

clipping:


Code:
      +-Direct3D
      |  |
      |  +->DirectDrawRenderer
      |  |   [Select what backend to use for DDraw. Valid options are:
      |  |    gdi - Use GDI to draw on the screen (slow but reliable) (default)
      |  |    opengl - Use OpenGL (fast but not all programs work correctly)
      |  |    see http://wiki.winehq.org/DirectDraw for more information]
      |  |
      |  +->RenderTargetLockMode
      |  |   [Selects which mode is used to read and write the framebuffer while it is locked.
      |  |    auto:     same as readdraw at the moment, will do benchmarks and use best method later(default)
      |  |    disabled: effectively disables render target locking
      |  |    readdraw: uses glReadPixels for reading, glDrawPixels for drawing
      |  |    readtex:  reading with glReadPixels, drawing by drawing a textured quad
      |  |    texdraw:  readback using a texture, drawing with glDrawPixels
      |  |    textex:   readback using a texture, drawing with a textured quad
      |  |    see http://wiki.winehq.org/DirectDraw for more information]
      |  |
      |  +->OffscreenRenderingMode
      |  |   [Selects which mode is used to render offscreen images/textures.
      |  |    backbuffer: the rendering is done in the backbuffer (default)
      |  |    pbuffer:    uses PixelBuffers
      |  |    fbo:        uses Framebuffer object]










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