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]