Ok, I ran my app with +ddraw,+d3d. I got a few warnings related to d3d here and there, ie: warn:ddraw:IDirectDrawImpl_SetCooperativeLevel (0x16d0f8) Unhandled flag DDSCL_ALLOWREBOOT, harmless warn:d3d:IWineD3DDeviceImpl_Clear Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL warn:d3d:IWineD3DDeviceImpl_CreateSurface Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage. I've looked the source for comments about the meaning of the flags in SetCooperativeLevel and I think the first warning is indeed "harmless". I couldn't figure out anything about the second. The third scares me a bit because is printed 150+ times. If I understand correctly, the app is trying to load the textures, but I can't see hard drive activity. The app just changes screen resolution to 640x480 and then crashes back to the desktop. (btw, I had to change color depth to 16 bits because I got a message complaining "not to be able to change color depth") Nearby the last warn I can see this log: trace:d3d:IWineD3DDeviceImpl_GetAvailableTextureMem (0x16dc98) : simulating 64MB, returning 60MB left Is it possible that the app goes through a loop and runs out of memory? I also looked bugzilla for related bugs but I couldn't find anything similar. You can download a demo for free here: http://www.3dgamers.com/dlselect/games/typingdead/tod-demo.zip.html Any hints on what should I try next? Regards, Luca Ottaviano ___________________________________ L'email della prossima generazione? Puoi averla con la nuova Yahoo! Mail: http://it.docs.yahoo.com/nowyoucan.html
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