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@karolherbst
Created May 9, 2016 12:32
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diff --git a/src/glx/glxcmds.c b/src/glx/glxcmds.c
index 63f4921..e1ab885 100644
--- a/src/glx/glxcmds.c
+++ b/src/glx/glxcmds.c
@@ -2611,6 +2611,13 @@ _X_EXPORT void (*glXGetProcAddressARB(const GLubyte * procName)) (void)
typedef void (*gl_function) (void);
gl_function f;
+ if (strcmp((const char *) procName, "glNamedStringARB") == 0 ||
+ strcmp((const char *) procName, "glDeleteNamedStringARB") == 0 ||
+ strcmp((const char *) procName, "glCompileShaderIncludeARB") == 0 ||
+ strcmp((const char *) procName, "glIsNamedStringARB") == 0 ||
+ strcmp((const char *) procName, "glGetNamedStringARB") == 0 ||
+ strcmp((const char *) procName, "glGetNamedStringivARB") == 0)
+ return NULL;
/* Search the table of GLX and internal functions first. If that
* fails and the supplied name could be a valid core GL name, try
@axfelix
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axfelix commented May 21, 2016

is the intent to get this merged?

@karolherbst
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usually hacks don't get merged

@axfelix
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axfelix commented Jun 21, 2016

Right, but that means Divinity will never be supported out of the box on Mesa -- was hoping there was a solution coming for this.

@yhilgjff
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yhilgjff commented Nov 16, 2019

First off, Karol, you rock as that is still super relevant in Q4 of 2019!

2nd off, here's what Larian had to say about this issue a couple of days ago:

Thank you for the update, and details.
Unfortunately, only the proprietary AMD and nvidia drivers are supported in Linux, which were most common when the game was being actively updated. That could be addressed if there is ever another game update, but that is unlikely to happen soon, given the available resources and existing workload for BG3 (it would be a significant change, given compiler updates, possible changes to middleware, etc, so would require a thorough round of QA to make sure nothing else got broken by the update).​

Lastly: THANKS KAROL for saving this game for me as it went from not working on 2 Linux gaming systems running Ubuntu 19.10 from working onto both systems just fine. Now if we could only fullscreen...

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