LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 17 2018 14:27:30 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:RAM Disk: glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing } Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; } glCreateProgram() glAttachShader(256, 256) glAttachShader(256, 257) glLinkProgram(256) link status = 1 uniform #0 : "_gl4es_ModelViewProjectionMatrix" (builtin) type=GL_POINTS size=64 uniform #1 : "_gl4es_ModelViewProjectionMatrix[1]" (builtin) type=GL_POINTS size=63 uniform #2 : "_gl4es_ModelViewProjectionMatrix[2]" (builtin) type=GL_POINTS size=62 uniform #3 : "_gl4es_ModelViewProjectionMatrix[3]" (builtin) type=GL_POINTS size=61 uniform #4 : "_gl4es_ModelViewProjectionMatrix[4]" (builtin) type=GL_POINTS size=60 uniform #5 : "_gl4es_ModelViewProjectionMatrix[5]" (builtin) type=GL_POINTS size=59 uniform #6 : "_gl4es_ModelViewProjectionMatrix[6]" (builtin) type=GL_POINTS size=58 uniform #7 : "_gl4es_ModelViewProjectionMatrix[7]" (builtin) type=GL_POINTS size=57 uniform #8 : "_gl4es_ModelViewProjectionMatrix[8]" (builtin) type=GL_POINTS size=56 uniform #9 : "_gl4es_ModelViewProjectionMatrix[9]" (builtin) type=GL_POINTS size=55 uniform #10 : "_gl4es_ModelViewProjectionMatrix[10]" (builtin) type=GL_POINTS size=54 uniform #11 : "_gl4es_ModelViewProjectionMatrix[11]" (builtin) type=GL_POINTS size=53 uniform #12 : "_gl4es_ModelViewProjectionMatrix[12]" (builtin) type=GL_POINTS size=52 uniform #13 : "_gl4es_ModelViewProjectionMatrix[13]" (builtin) type=GL_POINTS size=51 uniform #14 : "_gl4es_ModelViewProjectionMatrix[14]" (builtin) type=GL_POINTS size=50 uniform #15 : "_gl4es_ModelViewProjectionMatrix[15]" (builtin) type=GL_POINTS size=49 uniform #16 : "_gl4es_ModelViewProjectionMatrix[16]" (builtin) type=GL_POINTS size=48 uniform #17 : "_gl4es_ModelViewProjectionMatrix[17]" (builtin) type=GL_POINTS size=47 uniform #18 : "_gl4es_ModelViewProjectionMatrix[18]" (builtin) type=GL_POINTS size=46 uniform #19 : "_gl4es_ModelViewProjectionMatrix[19]" (builtin) type=GL_POINTS size=45 uniform #20 : "_gl4es_ModelViewProjectionMatrix[20]" (builtin) type=GL_POINTS size=44 uniform #21 : "_gl4es_ModelViewProjectionMatrix[21]" (builtin) type=GL_POINTS size=43 uniform #22 : "_gl4es_ModelViewProjectionMatrix[22]" (builtin) type=GL_POINTS size=42 uniform #23 : "_gl4es_ModelViewProjectionMatrix[23]" (builtin) type=GL_POINTS size=41 uniform #24 : "_gl4es_ModelViewProjectionMatrix[24]" (builtin) type=GL_POINTS size=40 uniform #25 : "_gl4es_ModelViewProjectionMatrix[25]" (builtin) type=GL_POINTS size=39 uniform #26 : "_gl4es_ModelViewProjectionMatrix[26]" (builtin) type=GL_POINTS size=38 uniform #27 : "_gl4es_ModelViewProjectionMatrix[27]" (builtin) type=GL_POINTS size=37 uniform #28 : "_gl4es_ModelViewProjectionMatrix[28]" (builtin) type=GL_POINTS size=36 uniform #29 : "_gl4es_ModelViewProjectionMatrix[29]" (builtin) type=GL_POINTS size=35 uniform #30 : "_gl4es_ModelViewProjectionMatrix[30]" (builtin) type=GL_POINTS size=34 uniform #31 : "_gl4es_ModelViewProjectionMatrix[31]" (builtin) type=GL_POINTS size=33 uniform #32 : "_gl4es_ModelViewProjectionMatrix[32]" (builtin) type=GL_POINTS size=32 uniform #33 : "_gl4es_ModelViewProjectionMatrix[33]" (builtin) type=GL_POINTS size=31 uniform #34 : "_gl4es_ModelViewProjectionMatrix[34]" (builtin) type=GL_POINTS size=30 uniform #35 : "_gl4es_ModelViewProjectionMatrix[35]" (builtin) type=GL_POINTS size=29 uniform #36 : "_gl4es_ModelViewProjectionMatrix[36]" (builtin) type=GL_POINTS size=28 uniform #37 : "_gl4es_ModelViewProjectionMatrix[37]" (builtin) type=GL_POINTS size=27 uniform #38 : "_gl4es_ModelViewProjectionMatrix[38]" (builtin) type=GL_POINTS size=26 uniform #39 : "_gl4es_ModelViewProjectionMatrix[39]" (builtin) type=GL_POINTS size=25 uniform #40 : "_gl4es_ModelViewProjectionMatrix[40]" (builtin) type=GL_POINTS size=24 uniform #41 : "_gl4es_ModelViewProjectionMatrix[41]" (builtin) type=GL_POINTS size=23 uniform #42 : "_gl4es_ModelViewProjectionMatrix[42]" (builtin) type=GL_POINTS size=22 uniform #43 : "_gl4es_ModelViewProjectionMatrix[43]" (builtin) type=GL_POINTS size=21 uniform #44 : "_gl4es_ModelViewProjectionMatrix[44]" (builtin) type=GL_POINTS size=20 uniform #45 : "_gl4es_ModelViewProjectionMatrix[45]" (builtin) type=GL_POINTS size=19 uniform #46 : "_gl4es_ModelViewProjectionMatrix[46]" (builtin) type=GL_POINTS size=18 uniform #47 : "_gl4es_ModelViewProjectionMatrix[47]" (builtin) type=GL_POINTS size=17 uniform #48 : "_gl4es_ModelViewProjectionMatrix[48]" (builtin) type=GL_POINTS size=16 uniform #49 : "_gl4es_ModelViewProjectionMatrix[49]" (builtin) type=GL_POINTS size=15 uniform #50 : "_gl4es_ModelViewProjectionMatrix[50]" (builtin) type=GL_POINTS size=14 uniform #51 : "_gl4es_ModelViewProjectionMatrix[51]" (builtin) type=GL_POINTS size=13 uniform #52 : "_gl4es_ModelViewProjectionMatrix[52]" (builtin) type=GL_POINTS size=12 uniform #53 : "_gl4es_ModelViewProjectionMatrix[53]" (builtin) type=GL_POINTS size=11 uniform #54 : "_gl4es_ModelViewProjectionMatrix[54]" (builtin) type=GL_POINTS size=10 uniform #55 : "_gl4es_ModelViewProjectionMatrix[55]" (builtin) type=GL_POINTS size=9 uniform #56 : "_gl4es_ModelViewProjectionMatrix[56]" (builtin) type=GL_POINTS size=8 uniform #57 : "_gl4es_ModelViewProjectionMatrix[57]" (builtin) type=GL_POINTS size=7 uniform #58 : "_gl4es_ModelViewProjectionMatrix[58]" (builtin) type=GL_POINTS size=6 uniform #59 : "_gl4es_ModelViewProjectionMatrix[59]" (builtin) type=GL_POINTS size=5 uniform #60 : "_gl4es_ModelViewProjectionMatrix[60]" (builtin) type=GL_POINTS size=4 uniform #61 : "_gl4es_ModelViewProjectionMatrix[61]" (builtin) type=GL_POINTS size=3 uniform #62 : "_gl4es_ModelViewProjectionMatrix[62]" (builtin) type=GL_POINTS size=2 uniform #63 : "_gl4es_ModelViewProjectionMatrix[63]" (builtin) type=GL_POINTS size=1 attrib #0 : _gl4es_Vertex (builtin) type=GL_FLOAT_VEC4 size=16 attrib #1 : _gl4es_Color (builtin) type=GL_FLOAT_VEC4 size=16 glGetProgramiv(256, GL_LINK_STATUS, 0x66a55424) creating FPE shader : 256(0x66c61f38) Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 640, 480} draw_renderlist 0x6505d878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x6505da28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6505de30) fpe_glDisableClientState(GL_NORMAL_ARRAY) realize_blitenv(1) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6505da28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: errorShim(GL_INVALID_OPERATION) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x674df5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) DEBUG: noerrorShim() glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6505de30) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6505da28) LIBGL: OGLES2 Library and Interface closed