Congratulations, Lauri. Glad it worked out for you. I, however, still have a question. claudio asked us to find the renderer string. Based on what Lauri posted and the dialog between claudio and vitamin, I found everything we were asked to find. In my regedit memory, vendor id, and device id are already there and correct. I don't see anywhere to put the render string. The "UsefulRegistryKeys" entry shows the following. I only have the last three. Should I add any or all of the rest? +-Direct3D | | | +->AlwaysOffscreen | | [Use offscreen rendering for all render targets. The main effect this has is | | avoiding the depth buffer copy between offscreen and onscreen targets, which | | introduces fallbacks in some drivers and exposes bugs in others. There may be a | | performance hit depending on the specific driver. Set to "enabled" to enable.] | | | +->DirectDrawRenderer | | [Select what backend to use for ddraw. Valid options are: | | gdi - Use GDI to draw on the screen | | opengl - Use OpenGL (default) | | The "gdi" option mostly exists for legacy reasons. Aside from bugs in the GL | | renderer, only change this if you have a setup without OpenGL. Installing a software | | GL implementation is the preferred solution in that case though.] | | | +->Multisampling | | [Set to "disabled" to prevent applications from seeing Wine's multisampling support. | | This is another legacy option that will most likely disappear at some point. There | | should be no reason to set this.] | | | +->OffscreenRenderingMode | | [Select the offscreen rendering implementation. | | backbuffer - Render offscreen render targets in the backbuffer | | fbo - Use framebuffer objects for offscreen rendering (default)] | | | +->RenderTargetLockMode | | [Selects which mode is used for mapping onscreen render targets. | | disabled - Effectively disables render target locking | | readdraw - Uses glReadPixels for reading, glDrawPixels for writing | | readtex - Reading with glReadPixels, writing by drawing a textured quad (default)] | | | +->StrictDrawOrdering | | [This option ensures any pending drawing operations are submitted to the driver, but at | | a significant performance cost. Set to "enabled" to enable.] | | | +->UseGLSL | | [When set to "disabled", this disables the use of GLSL for shaders. | | In general disabling GLSL is not recommended, only use this for debugging purposes.] | | | +->VideoMemorySize | | [Sets the amount of reported video memory (in megabytes). The default is a simple | | auto-detection based on the card type guessed from OpenGL capabilities.] | | | +->VideoPciDeviceID | | [DWORD Value (REG_DWORD): sets the pci device id of the video card. See next value.] | | | +->VideoPciVendorID | [DWORD Value (REG_DWORD): sets the pci vendor id of the video card. By default Wine estimates | these values based on OpenGL info but this doesn't work well in all cases. If you want to | override our estimates check the output of e.g. lspci -n on Linux. For a video card this | could show 05:00.0 0300: 10de:0402 (rev a1). In this result 0x10de (Nvidia) is the pci vendor | id and '0x0402' (Geforce 8600GT) is the pci device id. The '0x0300' means video card.] There is also an "OpenGL" key with the following entries. [Sorry about the dots, neither multiple spaces or tab works] Name................................Type..............Data (Default)..........................REG_SZ.......(value not set) DisabledExtensions......REG_SZ.......GL_ARB_vertex_buffer_object Is the first entry where the renderer string goes?