http://bugs.winehq.org/show_bug.cgi?id=11914
--- Comment #6 from Quarky quark9@gmx.net 2008-05-06 15:55:25 --- Hi, the patch fixing RemoveContextFromArray seems to prevent Everquest2 from dying using pbuffer, but now it stalls throwing
fixme:d3d_draw:drawStridedFast >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from glDrawElements @ drawprim.c / 265 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410 fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410 fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410 fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302 fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288 fixme:d3d_surface:fb_copy_to_texture_hwstretch >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glCopyTexSubImage2D @ surface.c / 2804 fixme:d3d_surface:fb_copy_to_texture_hwstretch >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDisable(texture_target) @ surface.c / 2955 fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302 fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288 fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288 fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288 fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231 fixme:d3d_draw:drawStridedFast >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from glDrawElements @ drawprim.c / 265
all over the place, until it is killed .(
If you need additional infos or logfiles plz let me know!