Re: Civilization 4, Beyond the Sword crashes with "Out of m

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> Try disabling FBO (see OffscreenRenderingMode http://wiki.winehq.org/UsefulRegistryKeys ).


Thank you very much for the reply, vitamin. I have now tried setting the OffScreenRenderingMode to pbuffer or backbuffer, but the result is the same in each case. After a few minutes of play, the game becomes slow and then crashes to desktop.

The output in the console is:


Code:
fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x1d1ba8) : stub
fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x1d1ba8) : stub
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glBindTexture @ surface.c / 2382
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) @ surface.c / 2384
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) @ surface.c / 2386
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE) @ surface.c / 2388
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST) @ surface.c / 2390
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST) @ surface.c / 2392
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glBindTexture @ surface.c / 2401
fixme:d3d_surface:surface_allocate_surface >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexImage2D @ surface.c / 404
fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glCopyTexSubImage2D @ surface.c / 968
fixme:d3d:state_lastpixel Last Pixel Drawing Disabled, not handled yet
fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x1d1ba8) : stub
fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x1d1ba8) : stub
fixme:d3d:state_vertexblend_w Vertex blending enabled, but not supported by hardware
fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x1d1ba8) : stub
fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x1d1ba8) : stub
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glBindTexture @ surface.c / 2382
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) @ surface.c / 2384
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) @ surface.c / 2386
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE) @ surface.c / 2388
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST) @ surface.c / 2390
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST) @ surface.c / 2392
fixme:d3d_surface:IWineD3DSurfaceImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glBindTexture @ surface.c / 2401
fixme:d3d_surface:surface_allocate_surface >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexImage2D @ surface.c / 404
fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glCopyTexSubImage2D @ surface.c / 968
fixme:d3d_surface:surface_upload_data >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from glCompressedTexSubImage2D @ surface.c / 317
fixme:d3d_surface:surface_upload_data >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from glCompressedTexSubImage2D @ surface.c / 317
fixme:d3d_surface:surface_upload_data >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from glCompressedTexSubImage2D @ surface.c / 317
fixme:d3d:CreateVBO Failed to create a vertex buffer object. Continuing, but performance issues can occur
Not enough memory









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