I know you will probably think it is just like suicide, that you would prefer to
have your balls hanging on the ceiling, with canales just around your neck, but
I'm trying to play Civilization V on my laptop, with the aofrementioned
Graphics card.
As appdb says it works very well, "platinum really", I thought it
should as well in my craptastic rig. But that's not the case, as menu
letters can't be dislayed properly, and most ingame graphics can't be
displayed correctly, making the game noobly unplayable.
I guess the graphics driver are at stake, as terminal output points nonstop
(like an ugly betch) that "glUseProgramObjectARB" is a
"GL_INVALID_OPERATION", and glxinfo outputs the following:
Code:
name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGIX_visual_select_group, GLX_INTEL_swap_event
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,
GLX_INTEL_swap_event
GLX version: 1.4
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,
GLX_INTEL_swap_event
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Mobile Intel? GM45 Express Chipset GEM 20100330
DEVELOPMENT
OpenGL version string: 2.1 Mesa 7.10
OpenGL shading language version string: 1.20
OpenGL extensions:
GL_ARB_copy_buffer, GL_ARB_depth_clamp, GL_ARB_depth_texture,
GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex,
GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_framebuffer_object,
GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,
GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
GL_ARB_seamless_cube_map, GL_ARB_shader_objects,
GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
GL_ARB_texture_rg, GL_ARB_texture_swizzle, GL_ARB_transpose_matrix,
GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2,
GL_EXT_draw_range_elements, GL_EXT_framebuffer_blit,
GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object,
GL_EXT_fog_coord, GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_shader_objects,
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture,
GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_cube_map,
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias,
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,
GL_EXT_texture_swizzle, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
GL_3DFX_texture_compression_FXT1, GL_APPLE_client_storage,
GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object,
GL_APPLE_object_purgeable, GL_ATI_blend_equation_separate,
GL_ATI_envmap_bumpmap, GL_ATI_texture_env_combine3,
GL_ATI_separate_stencil, GL_IBM_multimode_draw_arrays,
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
GL_INGR_blend_func_separate, GL_MESA_pack_invert,
GL_MESA_texture_signed_rgba, GL_MESA_ycbcr_texture, GL_MESA_window_pos,
GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent,
GL_NV_packed_depth_stencil, GL_NV_texgen_reflection,
GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vertex_program,
GL_NV_vertex_program1_1, GL_OES_read_format, GL_SGIS_generate_mipmap,
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,
GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_OES_EGL_image
I have searched the almighty webz and another game had similar issue in the
past, reccomending set "USEGLSL" to "disabled" in regedit.
With such setting the game launches and crashes instantly, so I'm asking if
it would be possible to find another solution/workaround, that doesn't
involve immediately buyin an $3000 alienware that endures 20 minutes on battery
power.
Thank you very much, gentlemen.