http://bugs.winehq.org/show_bug.cgi?id=34996
Bug #: 34996 Summary: Fatal Zero Action: colors are washed out when running on nVidia/bumblebee Product: Wine Version: 1.6.1 Platform: x86-64 OS/Version: Linux Status: UNCONFIRMED Severity: minor Priority: P2 Component: directx-d3d AssignedTo: wine-bugs@winehq.org ReportedBy: tomman@gmail.com Classification: Unclassified
Created attachment 46633 --> http://bugs.winehq.org/attachment.cgi?id=46633 Screenshot of the wrong colors
AppDB entry for the game: http://appdb.winehq.org/objectManager.php?sClass=version&iId=29416
It runs and renders fine using Mesa 9.2 on a Sandy Bridge HD3000, albeit a litte slow at times. I decided to give it a try on my nVidia Optimus GPU (GeForce 610M) using bumblebee/primusrun, and while the game runs smooth and it's playable, the colors render wrongly, they look way too washed - only the character outlines are rendered properly (the game uses a sort of toon shader), the attached screenshot shows the problem. Also, I can see these lines logged in my console (repated several times):
err:d3d:wined3d_debug_callback 0x19e0c8: "GL_INVALID_VALUE error generated. Shininess value is out of range (less than zero or greater than the maximum supported value).". err:d3d:state_specularenable >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from glMaterialf(GL_SHININESS) @ ../../../dlls/wined3d/state.c / 707 fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
Sometimes when there are screen flashes in-game, the correct colors do get rendered briefly, for a split second, then they "wash away" back.
(The game requires native quartz.dll/devenum.dll, but that's a well known issue with a lot of Japanese games, and would be material for another bug report)