Memory Installed: 2,147,479,552 Free: 1,977,499,648 4/0.RAM Disk:> "NO NAME:" 4/0.NO NAME:> cd let2/ 4/0.NO NAME:let2> lf3_gl4es >ram:letterfall.txt 4/0.NO NAME:let2> copy ram:letterfall.txt new_debug1.txt 4/0.NO NAME:let2> cd /cadog/ 4/0.NO NAME:cadog> cadog_gl4es -w -s 640x480 LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 27 2018 01:38:02 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:NO NAME:cadog LIBGL: Hardware test on current Context... LIBGL: Hardware Limited NPOT detected and used LIBGL: FBO are in core, and so used LIBGL: PointSprite are in core, and so used LIBGL: high precision float in fragment shader available and used LIBGL: Max vertex attrib: 16 LIBGL: Max texture size: 16384 LIBGL: Max Varying Vector: 32 LIBGL: Texture Units: 8(8), Max lights: 8, Max planes: 6 glGenTextures(1, 0x66d56b68) -> textures[0] = 256 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=256 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glGenTextures(1, 0x66d56b68) -> textures[0] = 257 glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=257 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glGenTextures(1, 0x66d56b68) -> textures[0] = 258 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGR(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=258 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glGenTextures(1, 0x66d56b68) -> textures[0] = 259 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=259 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glGenTextures(1, 0x66d56b48) -> textures[0] = 260 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGR(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=260 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glGenTextures(1, 0x66d56b48) -> textures[0] = 261 glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGR(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=261 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glGenTextures(1, 0x66d56b48) -> textures[0] = 262 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=262 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glGenTextures(1, 0x66d56b48) -> textures[0] = 263 glBindTexture(GL_TEXTURE_2D, 263), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=263 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glGenTextures(1, 0x66d56b48) -> textures[0] = 264 glBindTexture(GL_TEXTURE_2D, 264), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=264 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glGenTextures(1, 0x66d56b48) -> textures[0] = 265 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=265 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glGenTextures(1, 0x66d56b48) -> textures[0] = 266 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=266 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glGenTextures(1, 0x66d56b38) -> textures[0] = 267 glBindTexture(GL_TEXTURE_2D, 267), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=267 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glGenTextures(1, 0x66d56b38) -> textures[0] = 268 glBindTexture(GL_TEXTURE_2D, 268), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=268 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glGenTextures(1, 0x66d56b38) -> textures[0] = 269 glBindTexture(GL_TEXTURE_2D, 269), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=269 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glGenTextures(1, 0x66d56b38) -> textures[0] = 270 glBindTexture(GL_TEXTURE_2D, 270), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=270 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glGenTextures(1, 0x66d56b38) -> textures[0] = 271 glBindTexture(GL_TEXTURE_2D, 271), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=271 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glGenTextures(1, 0x66d56b48) -> textures[0] = 272 glBindTexture(GL_TEXTURE_2D, 272), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=272 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glGenTextures(1, 0x66d56b48) -> textures[0] = 273 glBindTexture(GL_TEXTURE_2D, 273), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=273 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glGenTextures(1, 0x66d56b48) -> textures[0] = 274 glBindTexture(GL_TEXTURE_2D, 274), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x664a3008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=274 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glGenTextures(1, 0x66d56b48) -> textures[0] = 275 glBindTexture(GL_TEXTURE_2D, 275), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=275 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glGenTextures(1, 0x66d56b48) -> textures[0] = 276 glBindTexture(GL_TEXTURE_2D, 276), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=276 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glGenTextures(1, 0x66d56b48) -> textures[0] = 277 glBindTexture(GL_TEXTURE_2D, 277), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA8), type=GL_UNSIGNED_INT_8_8_8_8, data=0x66b47010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=277 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89328) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=277 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 creating FPE shader : 256(0x670205b8) Use FPE program 256 VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89328) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x66f89178 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020f78) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89328) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 creating FPE shader : 257(0x66af4010) Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020f78) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89328) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 creating FPE shader : 258(0x66af5e88) Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.968627) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.937255) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.905882) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.874510) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.843137) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.811765) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.780392) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.749020) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.717647) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.686275) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.654902) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.623529) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.592157) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.560784) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.529412) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.498039) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.466667) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.435294) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.403922) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.372549) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.341176) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.309804) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.278431) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.247059) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.215686) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.184314) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.152941) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.121569) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.090196) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.058824) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66f89178) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 256 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66f89178) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 0.027451) VertexAttribArray[2]:Disable glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66af4848) glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66f89178) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Use FPE program 257 VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6707242c) => (1.000000, 1.000000, 1.000000, 1.000000) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66af4c50) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x66f89178) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x66af5058), program=0 Use FPE program 258 VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66af4c50) glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x67020f78 (compiling=0, pending=1) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66af4848) fpe_glDisableClientState(GL_NORMAL_ARRAY) r