http://bugs.winehq.org/show_bug.cgi?id=58460
--- Comment #6 from Svyatpro svyatpro@gmail.com --- (In reply to Zeb Figura from comment #5)
(In reply to Svyatpro from comment #4)
Adding registry key "renderer=GDI" helps. But it should always return no3D if the device has poor OGL capabilities. Despite this current WineD3D implementation tries to load GL renderer. Why is it so?
That's indeed the confusing part, we should be failing GL and falling back to the no3d renderer if the GL is missing certain extensions.
Again, is that +d3d log complete? Was any part of it cut off?
Yes, it is a full log. The application crashes righ after encountering 096c:err:d3d:wined3d_check_gl_call >>>>>>> GL_INVALID_ENUM (0x500) from glTexImage2D @ ../wine-src-copy/dlls/wined3d/adapter_gl.c / 641.
And I even tried to add a logic inside "wined3d_adapter_init_gl_caps" to detect this "gl_version_str, "1.1.0"" and return E_FAIL but it still crashes. The only thing that helps is a registry key renderer=gdi. It seems it needs to implement this WINED3D_RENDERER_NO3D logic into "wined3d_adapter_init_gl_caps" for corresponding gl_version.