http://bugs.winehq.org/show_bug.cgi?id=13101
Roderick Colenbrander thunderbird2k@gmx.net changed:
What |Removed |Added ---------------------------------------------------------------------------- Resolution|REMIND |LATER
--- Comment #42 from Roderick Colenbrander thunderbird2k@gmx.net 2008-06-09 01:11:35 --- The key difference is that Wine its opengl rendering does one thing which normal applications don't do. In case of opengl you select a 'pixel format' (roughly speaking the color depth and some other properties) and you apply this format to a window. You can only do that ONCE for a given window. Direct3D allows you to adjust the pixel format and for that reason we have a mechanism in place to recreate an opengl window. (I explicitly say opengl window since we have a toplevel window and the opengl window is a child window of this parent X11 window)
Multisampling is also a property of the pixel format, so enabling of multisampling (in case of Direct3D) usually requires recreation of the opengl window. This works fine in most cases (we also need it outside of multisampling) but the Nvidia drivers don't seem to like it in all cases. When it doesn't work we get a GLXBadDrawable error. The window got created fine (else we would have received an error there) but somehow making it current to GLX fails.
It is an Nvidia bug because this GLXBadDrawable depends on the driver version and driver options. A possible reason for the error can be that the driver is out of video memory or so. A multisampled window requires a lot more video memory (16x as much video memory for a 4x multisampled window).