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OpenGL Error Using DynDOLOD on Wine (Kegworks) on a Mac


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Posted

Hello!  I'm trying to get DynDOLOD to run on my Mac for Skyrim SE.  I have Skyrim installed in a Kegworks container, which is a Wine wrapper for windows programs, and it has been working fine, including using various mods (I have Wyrebash, a mod manager, installed as well in the same container).  The problem with DynDOLOD has been that, after installing the tools, resources, and DLL NG SKSE64 plugin and scripts, I am able to then run TexGenx64.exe, and it goes through part of the process, telling me to "Pleae wait a moment" while a bar creeps across, however when that bar reaches the end it crashes and says "Error: OpenGL: invalid enumerant from TwbRender.MakeCurent."

I have tried putting GLDebug=1 and LoadGLCompressed=0 into both the TexGen_SSE.ini and DynDOLOD_SSE.ini files, but the error still happens.  

At this point I'm stuck, and imagine the problems is likely something with using Wine and the ways it tries to translate various graphics-stuff to the Mac.  Perhaps I need to run with some kind of OpenGL argument?  Maybe I need to select a different graphics engine for Wine?  Or, something else!  Any help is appreciated.

Here is the TexGen_SSE_Debug_log: https://pastee.dev/p/Rs6b7rv3

And here is the error message: https://imgur.com/a/YpbLphh

Thank you for any insights!  

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Posted

So, it had the same error, however some subtle difference:  It threw the error first, then after clicking "ok" it started the "Please wait" dialog box, then a selection box came up that said "Exit TexGen, check log, or restart?" and I clicked "Exit" then the logs were created.  Not sure if that matters, but there ya go!

Here are the logs:

bugreport.txt: https://pastebin.com/ZqgC1fn4

TexGen_SSE_log.txt: https://pastebin.com/pAzDGhjE

TexGen_SSE_Debug_log.txt: https://pastebin.com/Pshk8VNu

 

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Posted
5 hours ago, Agnapot said:

So, it had the same error, however some subtle difference:  It threw the error first, then after clicking "ok" it started the "Please wait" dialog box, then a selection box came up that said "Exit TexGen, check log, or restart?" and I clicked "Exit" then the logs were created.  Not sure if that matters, but there ya go!

Here are the logs:

bugreport.txt: https://pastebin.com/ZqgC1fn4

TexGen_SSE_log.txt: https://pastebin.com/pAzDGhjE

TexGen_SSE_Debug_log.txt: https://pastebin.com/Pshk8VNu

Get the new test version.

Add LoadGLCompressed=0 under [TexGen] to the TexGen_SSE.INI.

Upload new logs.

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Posted

Ah, I had already been using LoadGLCompressed=0 in the TexGen_SSE.INI file for the rest of these tests as well.  Should I have not been?  Here are the flags I have set for TexGen_SSE.INI

[TexGen]
GLDebug=1
LoadGLCompressed=0
; RealTimeLog=1 (turned off for now)

After running the new version the same error appeared and the same prompt appeared.  Here are the logs:

bugreport.txt: https://pastebin.com/3amenabY

TexGen_SSE_Debug_log.txt: https://pastebin.com/zdGBfhEX

TexGen_SSE_log.txt: https://pastebin.com/9MYg6LKt

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Posted
On 10/11/2025 at 7:08 PM, Agnapot said:

Ah, I had already been using LoadGLCompressed=0 in the TexGen_SSE.INI file for the rest of these tests as well.  Should I have not been?  Here are the flags I have set for TexGen_SSE.INI

[TexGen]
GLDebug=1
LoadGLCompressed=0
; RealTimeLog=1 (turned off for now)

After running the new version the same error appeared and the same prompt appeared.  Here are the logs:

bugreport.txt: https://pastebin.com/3amenabY

TexGen_SSE_Debug_log.txt: https://pastebin.com/zdGBfhEX

TexGen_SSE_log.txt: https://pastebin.com/9MYg6LKt

Keep the setting LoadGLCompressed=0

Run the new test version and upload the new logs.

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Posted
5 hours ago, Agnapot said:

Running the new test version the same error and same prompt appeared.

Here are the logs from the new test version:

bugreport.txt: https://pastebin.com/xy0sE4VB

TexGen_SSE_Debug_log.txt: https://pastebin.com/PDX6Pcks

TexGen_SSE_log.txt: https://pastebin.com/rEqhxXSm

We are making progress one OpenGL command in the setup phase at a time. It really does not seem to support anything that was introduced after 2.1. We should be able to get somewhere eventually, as long as you are willing to test and upload new logs.  I am not quite sure how many more errors until we got through the setup phase. in the end we hopefully have just a somewhat slower generation without multisampling. It should still generate acceptable results.

So, run new test version, upload new logs....

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Posted

I'm happy to be a guinea pig!  I keep trying to find a way to get Wine to use a different, or the native version, of OpenGL for the Mac, but I have not found anything yet.  It seems like this should be easy, like there should be a flag in Wine somewhere, or an argument I can pass to tell Wine to use a later version of OpenGL, since the version exists on the computer, but I haven't found anything like that yet.  At least not anything I can recognize.  But, I am happy to be of whatever assistance I can in testing.

Updated logs here:

bugreport.txt: https://pastebin.com/Rt9N8dcX

TexGen_SSE_Debug_log.txt: https://pastebin.com/CKwzwZCq

TexGen_SSE_log.txt: https://pastebin.com/M6mZk1aj

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Posted
5 hours ago, Agnapot said:

I'm happy to be a guinea pig!  I keep trying to find a way to get Wine to use a different, or the native version, of OpenGL for the Mac, but I have not found anything yet.  It seems like this should be easy, like there should be a flag in Wine somewhere, or an argument I can pass to tell Wine to use a later version of OpenGL, since the version exists on the computer, but I haven't found anything like that yet.  At least not anything I can recognize.  But, I am happy to be of whatever assistance I can in testing.

Updated logs here:

bugreport.txt: https://pastebin.com/Rt9N8dcX

TexGen_SSE_Debug_log.txt: https://pastebin.com/CKwzwZCq

TexGen_SSE_log.txt: https://pastebin.com/M6mZk1aj

Replace all 6 the files in Z:\Users\thomas.b.mitchell\Downloads\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ with the ones in the attached archive.

Then run again and upload new logs.

Shaders.7z

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Posted

Progress!  I got to the TexGen Option screen.  I wasn't sure what settings to put so I used the default and selected Start.  It seems to be creating Billboards now.  I'm not certain for how long it will run, but I will update with any logs it creates.

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Posted
10 hours ago, Agnapot said:

Seems to have completed successfully!

Here are the Debug and SSE logs:

TexGen_SSE_Debug_log.txt: (too large for pastebin) https://drive.google.com/file/d/1U_Xetl7dsdbj5O0gGylzpxZIpfguYL1t/view?usp=drive_link

TexGen_SSE_log.txt: https://pastebin.com/TyHikH1F

So, now I have a bunch of textures, so now I have to read up on the next steps.  Unless there is something else you'd like me to try!

Great! You should now be able to follow the usual generation instructions and continue with DynDOLOD. Also get the test version for DynDOLOD.

I have uploaded a new test version. If you could run it without LoadGLCompressed=0 (or LoadGLCompressed=1) and upload new logs that would be great.

In case there is an error, also add LoadGLCompressed=0 to the DynDOLOD INI, otherwise don't and try to run as is. You may want to test with just one small worldspace like BlackReach first to verify atlas texture generation does not fail.

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