[Bug 34996] New: Fatal Zero Action: colors are washed out when running on nVidia/bumblebee
wine-bugs at winehq.org
wine-bugs at winehq.org
Sun Nov 24 22:40:13 CST 2013
http://bugs.winehq.org/show_bug.cgi?id=34996
Bug #: 34996
Summary: Fatal Zero Action: colors are washed out when running
on nVidia/bumblebee
Product: Wine
Version: 1.6.1
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs at winehq.org
ReportedBy: tomman at gmail.com
Classification: Unclassified
Created attachment 46633
--> http://bugs.winehq.org/attachment.cgi?id=46633
Screenshot of the wrong colors
AppDB entry for the game:
http://appdb.winehq.org/objectManager.php?sClass=version&iId=29416
It runs and renders fine using Mesa 9.2 on a Sandy Bridge HD3000, albeit a
litte slow at times. I decided to give it a try on my nVidia Optimus GPU
(GeForce 610M) using bumblebee/primusrun, and while the game runs smooth and
it's playable, the colors render wrongly, they look way too washed - only the
character outlines are rendered properly (the game uses a sort of toon shader),
the attached screenshot shows the problem. Also, I can see these lines logged
in my console (repated several times):
err:d3d:wined3d_debug_callback 0x19e0c8: "GL_INVALID_VALUE error generated.
Shininess value is out of range (less than zero or greater than the maximum
supported value).".
err:d3d:state_specularenable >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
glMaterialf(GL_SHININESS) @ ../../../dlls/wined3d/state.c / 707
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
Sometimes when there are screen flashes in-game, the correct colors do get
rendered briefly, for a split second, then they "wash away" back.
(The game requires native quartz.dll/devenum.dll, but that's a well known issue
with a lot of Japanese games, and would be material for another bug report)
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