4/0.NO NAME:cadog> cadog_gl4es -w -s 640x480 LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 27 2018 00:46:05 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 glGenTextures(1, 0x67be7b68) -> 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=0x8035, data=0x670df010, 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, 0x67be7b68) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b68) -> 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=0x66a0c008, 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, 0x67be7b68) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x66a0c008, 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, 0x67be7b48) -> 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=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x670df010, 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, 0x67be7b38) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b38) -> 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=0x8035, data=0x670df010, 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, 0x67be7b38) -> 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=0x8035, data=0x670df010, 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, 0x67be7b38) -> 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=0x8035, data=0x670df010, 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, 0x67be7b38) -> 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=0x8035, data=0x670df010, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x66a0c008, 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, 0x67be7b48) -> 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=0x8035, data=0x670df010, 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, 0x67be7b48) -> 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=0x8035, data=0x670df010, 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, 0x67be7b48) -> 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=0x8035, data=0x670df010, 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=277 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=0x671a2428 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x67300f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 261 hj teri(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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 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 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 we in SDL_GL_SwapBuffers realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=266 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]=266 / 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=261 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=0x672f2f00 (compiling=0, pending=1) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) u