LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 21 2018 01:43:32 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... init_matrix(0x6b132b60) LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:NO NAME:letter SDL (Everything) initialized SDL+OpenGL resizable window created glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 640.000000, 0.000000, 480.000000, -1.000000, 1.000000), list=0x0 glMultMatrix(0.003125, 0.000000, 0.000000, 0.000000, 0.000000, -0.004167, 0.000000...), list=0x0 => (0.003125, 0.000000, 0.000000, 0.000000, 0.000000, -0.004167, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 SDL_ttf initialized Loaded all TTF fonts into memory glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba002c) -> textures[0] = 256 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=256 / 256 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba006c) -> textures[0] = 257 glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=257 / 257 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba02ac) -> textures[0] = 258 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e14008, 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]=258 / 258 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba052c) -> textures[0] = 259 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,512) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66458008, 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]=259 / 259 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba056c) -> textures[0] = 260 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,512) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66668008, 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]=260 / 260 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba05ac) -> textures[0] = 261 glBindTexture(GL_TEXTURE_2D, 261), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,512) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66458008, 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]=261 / 261 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba066c) -> textures[0] = 262 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,256) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6655bc30, 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]=262 / 262 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba0dec) -> textures[0] = 263 glBindTexture(GL_TEXTURE_2D, 263), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66458008, 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]=263 / 263 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba0f2c) -> textures[0] = 264 glBindTexture(GL_TEXTURE_2D, 264), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,512) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66668008, 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]=264 / 264 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba106c) -> textures[0] = 265 glBindTexture(GL_TEXTURE_2D, 265), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=265 / 265 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba11ac) -> textures[0] = 266 glBindTexture(GL_TEXTURE_2D, 266), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=266 / 266 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba12ec) -> textures[0] = 267 glBindTexture(GL_TEXTURE_2D, 267), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=267 / 267 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba142c) -> textures[0] = 268 glBindTexture(GL_TEXTURE_2D, 268), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=268 / 268 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba156c) -> textures[0] = 269 glBindTexture(GL_TEXTURE_2D, 269), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x67525980, 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]=269 / 269 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba16ac) -> textures[0] = 270 glBindTexture(GL_TEXTURE_2D, 270), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=270 / 270 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba17ec) -> textures[0] = 271 glBindTexture(GL_TEXTURE_2D, 271), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=271 / 271 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba192c) -> textures[0] = 272 glBindTexture(GL_TEXTURE_2D, 272), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66679be8, 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]=272 / 272 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba1a6c) -> textures[0] = 273 glBindTexture(GL_TEXTURE_2D, 273), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,128) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=273 / 273 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba1bac) -> textures[0] = 274 glBindTexture(GL_TEXTURE_2D, 274), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66679be8, 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]=274 / 274 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba1cec) -> textures[0] = 275 glBindTexture(GL_TEXTURE_2D, 275), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=275 / 275 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba1e2c) -> textures[0] = 276 glBindTexture(GL_TEXTURE_2D, 276), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=276 / 276 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba1f6c) -> textures[0] = 277 glBindTexture(GL_TEXTURE_2D, 277), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750b4b8, 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]=277 / 277 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba20ac) -> textures[0] = 278 glBindTexture(GL_TEXTURE_2D, 278), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 278 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66668008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=278 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 278 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba21ec) -> textures[0] = 279 glBindTexture(GL_TEXTURE_2D, 279), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 279 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,128) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666aa3f0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=279 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 279 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba322c) -> textures[0] = 280 glBindTexture(GL_TEXTURE_2D, 280), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 280 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6666bbe8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=280 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 280 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba326c) -> textures[0] = 281 glBindTexture(GL_TEXTURE_2D, 281), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 281 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6666fbf8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=281 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 281 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba32ac) -> textures[0] = 282 glBindTexture(GL_TEXTURE_2D, 282), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 282 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666757e0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=282 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 282 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba32ec) -> textures[0] = 283 glBindTexture(GL_TEXTURE_2D, 283), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 283 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 283 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6667b3c8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=283 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 283 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba332c) -> textures[0] = 284 glBindTexture(GL_TEXTURE_2D, 284), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 284 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 284 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6667f3d8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=284 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 284 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba336c) -> textures[0] = 285 glBindTexture(GL_TEXTURE_2D, 285), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 285 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 285 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666833e8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=285 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 285 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba33ac) -> textures[0] = 286 glBindTexture(GL_TEXTURE_2D, 286), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 286 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666873f8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=286 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 286 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba33ec) -> textures[0] = 287 glBindTexture(GL_TEXTURE_2D, 287), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 287 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6668b408, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=287 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 287 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba342c) -> textures[0] = 288 glBindTexture(GL_TEXTURE_2D, 288), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 288 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6668f418, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=288 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 288 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba346c) -> textures[0] = 289 glBindTexture(GL_TEXTURE_2D, 289), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 289 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66693428, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=289 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 289 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba34ac) -> textures[0] = 290 glBindTexture(GL_TEXTURE_2D, 290), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 290 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66699010, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=290 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 290 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba34ec) -> textures[0] = 291 glBindTexture(GL_TEXTURE_2D, 291), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 291 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6669d020, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=291 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 291 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba352c) -> textures[0] = 292 glBindTexture(GL_TEXTURE_2D, 292), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 292 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666a1030, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=292 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 292 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba356c) -> textures[0] = 293 glBindTexture(GL_TEXTURE_2D, 293), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666a5040, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=293 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba35ac) -> textures[0] = 294 glBindTexture(GL_TEXTURE_2D, 294), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666a9050, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=294 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba35ec) -> textures[0] = 295 glBindTexture(GL_TEXTURE_2D, 295), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 295 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666ad060, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=295 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 295 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba362c) -> textures[0] = 296 glBindTexture(GL_TEXTURE_2D, 296), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 296 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666b2c48, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=296 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 296 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba366c) -> textures[0] = 297 glBindTexture(GL_TEXTURE_2D, 297), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 297 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666b6c58, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=297 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 297 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba36ac) -> textures[0] = 298 glBindTexture(GL_TEXTURE_2D, 298), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 298 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666bc840, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=298 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 298 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba36ec) -> textures[0] = 299 glBindTexture(GL_TEXTURE_2D, 299), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 299 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666c0850, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=299 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 299 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba372c) -> textures[0] = 300 glBindTexture(GL_TEXTURE_2D, 300), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 300 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666c4860, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=300 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 300 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba376c) -> textures[0] = 301 glBindTexture(GL_TEXTURE_2D, 301), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 301 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666c8870, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=301 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 301 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba37ac) -> textures[0] = 302 glBindTexture(GL_TEXTURE_2D, 302), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 302 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666cc880, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=302 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 302 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba37ec) -> textures[0] = 303 glBindTexture(GL_TEXTURE_2D, 303), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 303 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666d0890, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=303 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 303 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba382c) -> textures[0] = 304 glBindTexture(GL_TEXTURE_2D, 304), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 304 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666d6478, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=304 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 304 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba386c) -> textures[0] = 305 glBindTexture(GL_TEXTURE_2D, 305), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 305 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6750d978, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=305 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 305 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba38ac) -> textures[0] = 306 glBindTexture(GL_TEXTURE_2D, 306), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 306 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x67511ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=306 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 306 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba38ec) -> textures[0] = 307 glBindTexture(GL_TEXTURE_2D, 307), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 307 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666e4498, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=307 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 307 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba392c) -> textures[0] = 308 glBindTexture(GL_TEXTURE_2D, 308), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 308 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666e84a8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=308 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 308 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba396c) -> textures[0] = 309 glBindTexture(GL_TEXTURE_2D, 309), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 309 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666ec4b8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=309 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 309 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba39ac) -> textures[0] = 310 glBindTexture(GL_TEXTURE_2D, 310), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 310 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666f04c8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=310 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 310 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba39ec) -> textures[0] = 311 glBindTexture(GL_TEXTURE_2D, 311), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 311 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666f44d8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=311 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 311 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3a2c) -> textures[0] = 312 glBindTexture(GL_TEXTURE_2D, 312), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 312 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666f84e8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=312 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 312 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3a6c) -> textures[0] = 313 glBindTexture(GL_TEXTURE_2D, 313), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 313 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x666fc4f8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=313 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 313 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3aac) -> textures[0] = 314 glBindTexture(GL_TEXTURE_2D, 314), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 314 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66700508, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=314 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 314 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3aec) -> textures[0] = 315 glBindTexture(GL_TEXTURE_2D, 315), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 315 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66704518, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=315 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 315 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3b2c) -> textures[0] = 316 glBindTexture(GL_TEXTURE_2D, 316), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 316 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66708528, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=316 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 316 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3b6c) -> textures[0] = 317 glBindTexture(GL_TEXTURE_2D, 317), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 317 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6670c538, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=317 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 317 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x66ba3bac) -> textures[0] = 318 glBindTexture(GL_TEXTURE_2D, 318), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 318 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=318 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 318 glPopMatrix(), list=0x0 Loaded and initialized all sprite images into memory glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 318 glGenTextures(1, 0x66ba7d80) -> textures[0] = 319 glBindTexture(GL_TEXTURE_2D, 319), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x666da488, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=319 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 319 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=319 / 319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=319 / 319 glGenTextures(1, 0x66ba7dac) -> textures[0] = 320 glBindTexture(GL_TEXTURE_2D, 320), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=320 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=319 / 320 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=320 / 320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=320 / 320 glGenTextures(1, 0x66ba7dd8) -> textures[0] = 321 glBindTexture(GL_TEXTURE_2D, 321), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671e650, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=321 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=320 / 321 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=321 / 321 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=321 / 321 glGenTextures(1, 0x66ba7e04) -> textures[0] = 322 glBindTexture(GL_TEXTURE_2D, 322), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66726570, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=322 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=321 / 322 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=322 / 322 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=322 / 322 glGenTextures(1, 0x66ba7e30) -> textures[0] = 323 glBindTexture(GL_TEXTURE_2D, 323), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=323 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=322 / 323 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=323 / 323 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=323 / 323 glGenTextures(1, 0x66ba7e5c) -> textures[0] = 324 glBindTexture(GL_TEXTURE_2D, 324), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671a3f0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=324 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=323 / 324 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=324 / 324 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=324 / 324 glGenTextures(1, 0x66ba7e88) -> textures[0] = 325 glBindTexture(GL_TEXTURE_2D, 325), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=325 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=324 / 325 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=325 / 325 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=325 / 325 glGenTextures(1, 0x66ba7eb4) -> textures[0] = 326 glBindTexture(GL_TEXTURE_2D, 326), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671bd40, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=326 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=325 / 326 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=326 / 326 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=326 / 326 glGenTextures(1, 0x66ba7ee0) -> textures[0] = 327 glBindTexture(GL_TEXTURE_2D, 327), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=327 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=326 / 327 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=327 / 327 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=327 / 327 glGenTextures(1, 0x66ba7f0c) -> textures[0] = 328 glBindTexture(GL_TEXTURE_2D, 328), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671b560, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=328 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=327 / 328 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=328 / 328 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=328 / 328 glGenTextures(1, 0x66ba7f38) -> textures[0] = 329 glBindTexture(GL_TEXTURE_2D, 329), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=329 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=328 / 329 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=329 / 329 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=329 / 329 glGenTextures(1, 0x66ba7f64) -> textures[0] = 330 glBindTexture(GL_TEXTURE_2D, 330), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66719a60, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=330 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=329 / 330 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=330 / 330 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=330 / 330 glGenTextures(1, 0x66ba7f90) -> textures[0] = 331 glBindTexture(GL_TEXTURE_2D, 331), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=331 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=330 / 331 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=331 / 331 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=331 / 331 glGenTextures(1, 0x66ba7fbc) -> textures[0] = 332 glBindTexture(GL_TEXTURE_2D, 332), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66721e90, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=332 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=331 / 332 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=332 / 332 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=332 / 332 glGenTextures(1, 0x66ba7fe8) -> textures[0] = 333 glBindTexture(GL_TEXTURE_2D, 333), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66719040, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=333 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=332 / 333 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=333 / 333 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=333 / 333 glGenTextures(1, 0x66ba8014) -> textures[0] = 334 glBindTexture(GL_TEXTURE_2D, 334), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66723870, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=334 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=333 / 334 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=334 / 334 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=334 / 334 glGenTextures(1, 0x66ba8040) -> textures[0] = 335 glBindTexture(GL_TEXTURE_2D, 335), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=335 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=334 / 335 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=335 / 335 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=335 / 335 glGenTextures(1, 0x66ba806c) -> textures[0] = 336 glBindTexture(GL_TEXTURE_2D, 336), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671be60, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=336 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=335 / 336 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=336 / 336 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=336 / 336 glGenTextures(1, 0x66ba8098) -> textures[0] = 337 glBindTexture(GL_TEXTURE_2D, 337), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671a990, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=337 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=336 / 337 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=337 / 337 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=337 / 337 glGenTextures(1, 0x66ba80c4) -> textures[0] = 338 glBindTexture(GL_TEXTURE_2D, 338), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667276e8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=338 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=337 / 338 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=338 / 338 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=338 / 338 glGenTextures(1, 0x66ba80f0) -> textures[0] = 339 glBindTexture(GL_TEXTURE_2D, 339), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66714450, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=339 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=338 / 339 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=339 / 339 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=339 / 339 glGenTextures(1, 0x66ba811c) -> textures[0] = 340 glBindTexture(GL_TEXTURE_2D, 340), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66728618, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=340 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=339 / 340 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=340 / 340 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=340 / 340 glGenTextures(1, 0x66ba8148) -> textures[0] = 341 glBindTexture(GL_TEXTURE_2D, 341), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66715770, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=341 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=340 / 341 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=341 / 341 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=341 / 341 glGenTextures(1, 0x66ba8174) -> textures[0] = 342 glBindTexture(GL_TEXTURE_2D, 342), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66715920, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=342 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=341 / 342 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=342 / 342 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=342 / 342 glGenTextures(1, 0x66ba81a0) -> textures[0] = 343 glBindTexture(GL_TEXTURE_2D, 343), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66718230, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=343 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=342 / 343 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=343 / 343 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=343 / 343 glGenTextures(1, 0x66ba81cc) -> textures[0] = 344 glBindTexture(GL_TEXTURE_2D, 344), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66720d28, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=344 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=343 / 344 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=344 / 344 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=344 / 344 glGenTextures(1, 0x66ba81f8) -> textures[0] = 345 glBindTexture(GL_TEXTURE_2D, 345), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66729ff8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=345 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=344 / 345 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=345 / 345 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=345 / 345 glGenTextures(1, 0x66ba8224) -> textures[0] = 346 glBindTexture(GL_TEXTURE_2D, 346), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66716580, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=346 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=345 / 346 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=346 / 346 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=346 / 346 glGenTextures(1, 0x66ba8250) -> textures[0] = 347 glBindTexture(GL_TEXTURE_2D, 347), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6672a868, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=347 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=346 / 347 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=347 / 347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=347 / 347 glGenTextures(1, 0x66ba827c) -> textures[0] = 348 glBindTexture(GL_TEXTURE_2D, 348), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667260f8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=348 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=347 / 348 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=348 / 348 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=348 / 348 glGenTextures(1, 0x66ba82a8) -> textures[0] = 349 glBindTexture(GL_TEXTURE_2D, 349), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66719b80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=349 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=348 / 349 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=349 / 349 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=349 / 349 glGenTextures(1, 0x66ba82d4) -> textures[0] = 350 glBindTexture(GL_TEXTURE_2D, 350), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667248c8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=350 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=349 / 350 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=350 / 350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=350 / 350 glGenTextures(1, 0x66ba8300) -> textures[0] = 351 glBindTexture(GL_TEXTURE_2D, 351), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66725528, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=351 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=350 / 351 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=351 / 351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=351 / 351 glGenTextures(1, 0x66ba832c) -> textures[0] = 352 glBindTexture(GL_TEXTURE_2D, 352), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66715ad0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=352 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=351 / 352 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=352 / 352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=352 / 352 glGenTextures(1, 0x66ba8358) -> textures[0] = 353 glBindTexture(GL_TEXTURE_2D, 353), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66718500, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=353 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=352 / 353 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=353 / 353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=353 / 353 glGenTextures(1, 0x66ba8384) -> textures[0] = 354 glBindTexture(GL_TEXTURE_2D, 354), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671eb68, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=354 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=353 / 354 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=354 / 354 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=354 / 354 glGenTextures(1, 0x66ba83b0) -> textures[0] = 355 glBindTexture(GL_TEXTURE_2D, 355), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667272f8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=355 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=354 / 355 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=355 / 355 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=355 / 355 glGenTextures(1, 0x66ba83dc) -> textures[0] = 356 glBindTexture(GL_TEXTURE_2D, 356), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6672a7d8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=356 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=355 / 356 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=356 / 356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=356 / 356 glGenTextures(1, 0x66ba8408) -> textures[0] = 357 glBindTexture(GL_TEXTURE_2D, 357), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66725138, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=357 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=356 / 357 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=357 / 357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=357 / 357 glGenTextures(1, 0x66ba8434) -> textures[0] = 358 glBindTexture(GL_TEXTURE_2D, 358), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6672c008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=358 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=357 / 358 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=358 / 358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=358 / 358 glGenTextures(1, 0x66ba8460) -> textures[0] = 359 glBindTexture(GL_TEXTURE_2D, 359), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6672b828, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=359 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=358 / 359 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=359 / 359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=359 / 359 glGenTextures(1, 0x66ba848c) -> textures[0] = 360 glBindTexture(GL_TEXTURE_2D, 360), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66729c98, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=360 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=359 / 360 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=360 / 360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=360 / 360 glGenTextures(1, 0x66ba84b8) -> textures[0] = 361 glBindTexture(GL_TEXTURE_2D, 361), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671ead8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=361 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=360 / 361 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=361 / 361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=361 / 361 glGenTextures(1, 0x66ba84e4) -> textures[0] = 362 glBindTexture(GL_TEXTURE_2D, 362), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671f738, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=362 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=361 / 362 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=362 / 362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=362 / 362 glGenTextures(1, 0x66ba8510) -> textures[0] = 363 glBindTexture(GL_TEXTURE_2D, 363), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6672afb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=363 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=362 / 363 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=363 / 363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=363 / 363 glGenTextures(1, 0x66ba853c) -> textures[0] = 364 glBindTexture(GL_TEXTURE_2D, 364), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66727d18, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=364 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=363 / 364 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=364 / 364 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=364 / 364 glGenTextures(1, 0x66ba8568) -> textures[0] = 365 glBindTexture(GL_TEXTURE_2D, 365), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667187d0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=365 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=364 / 365 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=365 / 365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=365 / 365 glGenTextures(1, 0x66ba8594) -> textures[0] = 366 glBindTexture(GL_TEXTURE_2D, 366), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=366 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=365 / 366 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=366 / 366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=366 / 366 glGenTextures(1, 0x66ba85c0) -> textures[0] = 367 glBindTexture(GL_TEXTURE_2D, 367), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66716610, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=367 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=366 / 367 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=367 / 367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=367 / 367 glGenTextures(1, 0x66ba85ec) -> textures[0] = 368 glBindTexture(GL_TEXTURE_2D, 368), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667187d0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=368 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=367 / 368 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=368 / 368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=368 / 368 glGenTextures(1, 0x66ba8618) -> textures[0] = 369 glBindTexture(GL_TEXTURE_2D, 369), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66713f40, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=369 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=368 / 369 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=369 / 369 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=369 / 369 glGenTextures(1, 0x66ba8644) -> textures[0] = 370 glBindTexture(GL_TEXTURE_2D, 370), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66715140, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=370 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=369 / 370 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=370 / 370 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=370 / 370 glGenTextures(1, 0x66ba8670) -> textures[0] = 371 glBindTexture(GL_TEXTURE_2D, 371), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x667142a0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=371 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=370 / 371 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=371 / 371 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=371 / 371 glGenTextures(1, 0x66ba869c) -> textures[0] = 372 glBindTexture(GL_TEXTURE_2D, 372), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66714f00, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=372 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=371 / 372 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=372 / 372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=372 / 372 glGenTextures(1, 0x66ba86c8) -> textures[0] = 373 glBindTexture(GL_TEXTURE_2D, 373), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66713400, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=373 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=372 / 373 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=373 / 373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=373 / 373 glGenTextures(1, 0x66ba86f4) -> textures[0] = 374 glBindTexture(GL_TEXTURE_2D, 374), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x66710548, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=374 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=373 / 374 glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=374 / 374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=374 / 374 glGenTextures(1, 0x66ba8720) -> textures[0] = 375 glBindTexture(GL_TEXTURE_2D, 375), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_BGRA(4), type=GL_UNSIGNED_BYTE, data=0x6671b170, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=375 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=374 / 375 glPopMatrix(), list=0x0 Loaded all texts into memory No USB joysticks are plugged in glGenTextures(1, 0x666dd9cc) -> textures[0] = 376 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=375 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6671fdc0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=376 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 glGenTextures(1, 0x666dda18) -> textures[0] = 377 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6671fdc0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=377 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 glGenTextures(1, 0x666dda64) -> textures[0] = 378 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6673c1f8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=378 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 glGenTextures(1, 0x666ddab0) -> textures[0] = 379 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6673dc58, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=379 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 glGenTextures(1, 0x666ddafc) -> textures[0] = 380 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6673fc60, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=380 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 glGenTextures(1, 0x666ddb48) -> textures[0] = 381 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6673fc60, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=381 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 glGenTextures(1, 0x666ddb94) -> textures[0] = 382 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66740068, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=382 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 glGenTextures(1, 0x666ddbe0) -> textures[0] = 383 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x667408f0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=383 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 glGenTextures(1, 0x666ddc2c) -> textures[0] = 384 glBindTexture(GL_TEXTURE_2D, 384), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=384 / 384 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66740d98, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=384 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=384 / 384 glGenTextures(1, 0x666ddc78) -> textures[0] = 385 glBindTexture(GL_TEXTURE_2D, 385), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=384 / 385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=385 / 385 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x667416a0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=385 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=385 / 385 glGenTextures(1, 0x666ddcc4) -> textures[0] = 386 glBindTexture(GL_TEXTURE_2D, 386), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=385 / 386 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=386 / 386 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1024,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x667736e8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=386 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=386 / 386 glGenTextures(1, 0x666ddd10) -> textures[0] = 387 glBindTexture(GL_TEXTURE_2D, 387), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=386 / 387 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=387 / 387 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=387 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=387 / 387 glGenTextures(1, 0x666ddd5c) -> textures[0] = 388 glBindTexture(GL_TEXTURE_2D, 388), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=387 / 388 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=388 / 388 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=388 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=388 / 388 glGenTextures(1, 0x666ddda8) -> textures[0] = 389 glBindTexture(GL_TEXTURE_2D, 389), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=388 / 389 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=389 / 389 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=389 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=389 / 389 glGenTextures(1, 0x666dddf4) -> textures[0] = 390 glBindTexture(GL_TEXTURE_2D, 390), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=389 / 390 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=390 / 390 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=390 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=390 / 390 glGenTextures(1, 0x666dde40) -> textures[0] = 391 glBindTexture(GL_TEXTURE_2D, 391), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=390 / 391 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=391 / 391 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=391 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=391 / 391 glGenTextures(1, 0x666dde8c) -> textures[0] = 392 glBindTexture(GL_TEXTURE_2D, 392), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=391 / 392 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=392 / 392 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=392 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=392 / 392 glGenTextures(1, 0x666dded8) -> textures[0] = 393 glBindTexture(GL_TEXTURE_2D, 393), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=392 / 393 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=393 / 393 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=393 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=393 / 393 glGenTextures(1, 0x666ddf24) -> textures[0] = 394 glBindTexture(GL_TEXTURE_2D, 394), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=393 / 394 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=394 / 394 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=394 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=394 / 394 glGenTextures(1, 0x666ddf70) -> textures[0] = 395 glBindTexture(GL_TEXTURE_2D, 395), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=394 / 395 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=395 / 395 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=395 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=395 / 395 glGenTextures(1, 0x666ddfbc) -> textures[0] = 396 glBindTexture(GL_TEXTURE_2D, 396), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=395 / 396 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=396 / 396 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=396 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=396 / 396 glGenTextures(1, 0x666de008) -> textures[0] = 397 glBindTexture(GL_TEXTURE_2D, 397), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=396 / 397 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=397 / 397 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=397 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=397 / 397 glGenTextures(1, 0x666de054) -> textures[0] = 398 glBindTexture(GL_TEXTURE_2D, 398), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=397 / 398 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=398 / 398 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=398 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=398 / 398 glGenTextures(1, 0x666de0a0) -> textures[0] = 399 glBindTexture(GL_TEXTURE_2D, 399), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=398 / 399 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=399 / 399 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=399 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=399 / 399 glGenTextures(1, 0x666de0ec) -> textures[0] = 400 glBindTexture(GL_TEXTURE_2D, 400), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=399 / 400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=400 / 400 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=400 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=400 / 400 glGenTextures(1, 0x666de138) -> textures[0] = 401 glBindTexture(GL_TEXTURE_2D, 401), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=400 / 401 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=401 / 401 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=401 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=401 / 401 glGenTextures(1, 0x666de184) -> textures[0] = 402 glBindTexture(GL_TEXTURE_2D, 402), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=401 / 402 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=402 / 402 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=402 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=402 / 402 glGenTextures(1, 0x666de1d0) -> textures[0] = 403 glBindTexture(GL_TEXTURE_2D, 403), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=402 / 403 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=403 / 403 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=403 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=403 / 403 glGenTextures(1, 0x666de21c) -> textures[0] = 404 glBindTexture(GL_TEXTURE_2D, 404), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=403 / 404 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=404 / 404 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=404 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=404 / 404 glGenTextures(1, 0x666de268) -> textures[0] = 405 glBindTexture(GL_TEXTURE_2D, 405), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=404 / 405 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=405 / 405 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=405 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=405 / 405 glGenTextures(1, 0x666de2b4) -> textures[0] = 406 glBindTexture(GL_TEXTURE_2D, 406), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=405 / 406 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=406 / 406 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66727ab8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=406 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=406 / 406 Loaded and initialized all button/GUI images into memory _WIN32_IE not defined checking for data/icon.ico .... settings done SDL_mixer initialized Loaded all music into memory Loaded all sounds into memory Main loop... glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=406 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666dd528) glClientActiveTexture(GL_TEXTURE0) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666ba2e0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(256, 1, 0x66ffc2ac, 0x0) Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec4 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } glCompileShader(256) glGetShaderiv(256, 0x8B81, 0x682f44f4) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(257, 1, 0x66ffc2ac, 0x0) Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000000 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=0 fColor *= texColor0; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000000 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=0 fColor *= texColor0; gl_FragColor = fColor; } glCompileShader(257) glGetShaderiv(257, 0x8B81, 0x682f44f4) glCreateProgram() glAttachShader(256, 256) glAttachShader(256, 257) glLinkProgram(256) link status = 1 uniform #0 : "_gl4es_ModelViewProjectionMatrix" (builtin) type=GL_FLOAT_MAT4 size=1 uniform #1 : "_gl4es_TexSampler_0" (builtin) type=GL_SAMPLER_2D size=1 attrib #0 : _gl4es_Vertex (builtin) type=GL_FLOAT_VEC4 size=1 attrib #1 : _gl4es_Color (builtin) type=GL_FLOAT_VEC4 size=1 attrib #2 : _gl4es_MultiTexCoord0 (builtin) type=GL_FLOAT_VEC4 size=1 glGetProgramiv(256, GL_LINK_STATUS, 0x682f44f4) creating FPE shader : 256(0x668775d0) Use FPE program 256 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) Uniform updated, cache=0x667224a8(0/68), offset=0x40, size=4 GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) VertexAttribArray[0]:Enable glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666dd528) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666ba2e0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 407 glBindTexture(GL_TEXTURE_2D, 407), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x667e94a0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=407 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=407 / 407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=407 / 407 glBindTexture(GL_TEXTURE_2D, 407), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=407 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea928) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4440) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea928) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4440) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {407...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 408 glBindTexture(GL_TEXTURE_2D, 408), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=408 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=407 / 408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=408 / 408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=408 / 408 glBindTexture(GL_TEXTURE_2D, 408), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=408 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667eb908) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eb940) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667eb908) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eb940) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {408...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 409 glBindTexture(GL_TEXTURE_2D, 409), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=409 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=408 / 409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=409 / 409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=409 / 409 glBindTexture(GL_TEXTURE_2D, 409), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=409 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667eb998) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eb9d0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667eb998) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eb9d0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {409...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=409 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673d808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e95d8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673d808) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 410 glBindTexture(GL_TEXTURE_2D, 410), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=410 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 410 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=410 / 410 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=410 / 410 glBindTexture(GL_TEXTURE_2D, 410), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=410 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6681dc28) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4410) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6681dc28) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4410) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {410...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 411 glBindTexture(GL_TEXTURE_2D, 411), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=411 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=410 / 411 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=411 / 411 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=411 / 411 glBindTexture(GL_TEXTURE_2D, 411), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=411 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666af7b8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {411...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 412 glBindTexture(GL_TEXTURE_2D, 412), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=412 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=411 / 412 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=412 / 412 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=412 / 412 glBindTexture(GL_TEXTURE_2D, 412), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=412 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {412...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=412 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d3c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666ba2e0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d3c0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666ba2e0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 413 glBindTexture(GL_TEXTURE_2D, 413), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=413 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=413 / 413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=413 / 413 glBindTexture(GL_TEXTURE_2D, 413), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=413 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666af7b8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {413...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 414 glBindTexture(GL_TEXTURE_2D, 414), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=414 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=413 / 414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=414 / 414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=414 / 414 glBindTexture(GL_TEXTURE_2D, 414), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=414 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {414...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 415 glBindTexture(GL_TEXTURE_2D, 415), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=415 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=414 / 415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=415 / 415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=415 / 415 glBindTexture(GL_TEXTURE_2D, 415), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=415 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {415...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=415 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d3c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673d808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d3c0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673d808) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 416 glBindTexture(GL_TEXTURE_2D, 416), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=416 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=416 / 416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=416 / 416 glBindTexture(GL_TEXTURE_2D, 416), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=416 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666af7b8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {416...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 417 glBindTexture(GL_TEXTURE_2D, 417), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=417 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=416 / 417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=417 / 417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=417 / 417 glBindTexture(GL_TEXTURE_2D, 417), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=417 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {417...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 418 glBindTexture(GL_TEXTURE_2D, 418), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=418 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=417 / 418 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=418 / 418 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=418 / 418 glBindTexture(GL_TEXTURE_2D, 418), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=418 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {418...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=418 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d3c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666ba2e0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d3c0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666ba2e0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 419 glBindTexture(GL_TEXTURE_2D, 419), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=419 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 419 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=419 / 419 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=419 / 419 glBindTexture(GL_TEXTURE_2D, 419), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=419 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666af7b8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {419...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 420 glBindTexture(GL_TEXTURE_2D, 420), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=420 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=419 / 420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=420 / 420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=420 / 420 glBindTexture(GL_TEXTURE_2D, 420), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=420 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {420...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 421 glBindTexture(GL_TEXTURE_2D, 421), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=421 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=420 / 421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=421 / 421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=421 / 421 glBindTexture(GL_TEXTURE_2D, 421), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=421 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666af7b8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {421...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=421 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d708) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667e95d8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d708) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667e95d8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 422 glBindTexture(GL_TEXTURE_2D, 422), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=422 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 422 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=422 / 422 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=422 / 422 glBindTexture(GL_TEXTURE_2D, 422), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=422 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {422...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 423 glBindTexture(GL_TEXTURE_2D, 423), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=423 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=422 / 423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=423 / 423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=423 / 423 glBindTexture(GL_TEXTURE_2D, 423), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=423 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {423...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 424 glBindTexture(GL_TEXTURE_2D, 424), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=424 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=423 / 424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=424 / 424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=424 / 424 glBindTexture(GL_TEXTURE_2D, 424), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=424 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4448) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4448) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {424...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=424 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, -0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e95d8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea6f8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 425 glBindTexture(GL_TEXTURE_2D, 425), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=425 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=425 / 425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=425 / 425 glBindTexture(GL_TEXTURE_2D, 425), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=425 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {425...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 426 glBindTexture(GL_TEXTURE_2D, 426), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=426 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=425 / 426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=426 / 426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=426 / 426 glBindTexture(GL_TEXTURE_2D, 426), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=426 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6681dc38) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6681dc38) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {426...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 427 glBindTexture(GL_TEXTURE_2D, 427), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=427 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=426 / 427 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=427 / 427 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=427 / 427 glBindTexture(GL_TEXTURE_2D, 427), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=427 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {427...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=427 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673d708) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e95d8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673d708) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 428 glBindTexture(GL_TEXTURE_2D, 428), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=428 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 428 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=428 / 428 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=428 / 428 glBindTexture(GL_TEXTURE_2D, 428), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=428 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {428...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 429 glBindTexture(GL_TEXTURE_2D, 429), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=429 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=428 / 429 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=429 / 429 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=429 / 429 glBindTexture(GL_TEXTURE_2D, 429), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=429 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {429...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 430 glBindTexture(GL_TEXTURE_2D, 430), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=430 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=429 / 430 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=430 / 430 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=430 / 430 glBindTexture(GL_TEXTURE_2D, 430), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=430 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4448) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4448) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {430...}) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=430 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 0 of 63 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=430 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d708) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d708) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea6f8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 431 glBindTexture(GL_TEXTURE_2D, 431), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=431 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=431 / 431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=431 / 431 glBindTexture(GL_TEXTURE_2D, 431), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=431 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {431...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 432 glBindTexture(GL_TEXTURE_2D, 432), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=432 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=431 / 432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=432 / 432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=432 / 432 glBindTexture(GL_TEXTURE_2D, 432), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=432 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6681dc38) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6681dc38) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {432...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 433 glBindTexture(GL_TEXTURE_2D, 433), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=433 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=432 / 433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=433 / 433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=433 / 433 glBindTexture(GL_TEXTURE_2D, 433), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=433 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {433...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=433 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d708) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667e95d8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d708) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667e95d8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 434 glBindTexture(GL_TEXTURE_2D, 434), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=434 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=434 / 434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=434 / 434 glBindTexture(GL_TEXTURE_2D, 434), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=434 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {434...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 435 glBindTexture(GL_TEXTURE_2D, 435), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=435 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=434 / 435 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=435 / 435 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=435 / 435 glBindTexture(GL_TEXTURE_2D, 435), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=435 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {435...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 436 glBindTexture(GL_TEXTURE_2D, 436), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=436 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=435 / 436 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=436 / 436 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=436 / 436 glBindTexture(GL_TEXTURE_2D, 436), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=436 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4448) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4448) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {436...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=436 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e95d8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea6f8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 437 glBindTexture(GL_TEXTURE_2D, 437), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=437 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 437 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=437 / 437 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=437 / 437 glBindTexture(GL_TEXTURE_2D, 437), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=437 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {437...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 438 glBindTexture(GL_TEXTURE_2D, 438), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=438 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=437 / 438 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=438 / 438 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=438 / 438 glBindTexture(GL_TEXTURE_2D, 438), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=438 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6681dc38) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6681dc38) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {438...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 439 glBindTexture(GL_TEXTURE_2D, 439), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=439 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=438 / 439 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=439 / 439 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=439 / 439 glBindTexture(GL_TEXTURE_2D, 439), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=439 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {439...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=439 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673d708) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e95d8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673d708) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 440 glBindTexture(GL_TEXTURE_2D, 440), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=440 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 440 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=440 / 440 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=440 / 440 glBindTexture(GL_TEXTURE_2D, 440), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=440 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {440...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 441 glBindTexture(GL_TEXTURE_2D, 441), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=441 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=440 / 441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=441 / 441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=441 / 441 glBindTexture(GL_TEXTURE_2D, 441), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=441 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {441...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 442 glBindTexture(GL_TEXTURE_2D, 442), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=442 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=441 / 442 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=442 / 442 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=442 / 442 glBindTexture(GL_TEXTURE_2D, 442), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=442 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4448) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4448) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {442...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=442 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d708) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d708) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea6f8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 443 glBindTexture(GL_TEXTURE_2D, 443), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=443 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=443 / 443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=443 / 443 glBindTexture(GL_TEXTURE_2D, 443), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=443 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {443...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 444 glBindTexture(GL_TEXTURE_2D, 444), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=444 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=443 / 444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=444 / 444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=444 / 444 glBindTexture(GL_TEXTURE_2D, 444), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=444 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6681dc38) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6681dc38) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {444...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 445 glBindTexture(GL_TEXTURE_2D, 445), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=445 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=444 / 445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=445 / 445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=445 / 445 glBindTexture(GL_TEXTURE_2D, 445), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=445 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {445...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=445 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-320.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(5.000000, 8.000000, 1.000000), list=0x0 glMultMatrix(5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...), list=0x0 => (5.000000, 0.000000, 0.000000, 0.000000, 0.000000, 8.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673d708) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667e95d8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.015625, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49fc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49fc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673d708) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667e95d8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 446 glBindTexture(GL_TEXTURE_2D, 446), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=446 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 446 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=446 / 446 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=446 / 446 glBindTexture(GL_TEXTURE_2D, 446), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(561.000000, 295.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=446 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666af7f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666af7f0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {446...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 447 glBindTexture(GL_TEXTURE_2D, 447), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e11cb8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=447 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=446 / 447 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=447 / 447 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=447 / 447 glBindTexture(GL_TEXTURE_2D, 447), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(74.000000, 307.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=447 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877ce8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877ce8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {447...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f4ae4) -> textures[0] = 448 glBindTexture(GL_TEXTURE_2D, 448), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66e0cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=448 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=447 / 448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=448 / 448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=448 / 448 glBindTexture(GL_TEXTURE_2D, 448), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=448 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666d4448) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49bc) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49bc) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666d4448) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f4ae4 {448...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=448 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x667eb8a0) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb498) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667ea920 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x667eb8a0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb498) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e95d8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea6f8) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e95d8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 449 glBindTexture(GL_TEXTURE_2D, 449), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681afa8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=449 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=449 / 449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=449 / 449 glBindTexture(GL_TEXTURE_2D, 449), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=449 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667e99f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667e9a28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667e99f0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667e9a28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {449...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 450 glBindTexture(GL_TEXTURE_2D, 450), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d84008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=450 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=449 / 450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=450 / 450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=450 / 450 glBindTexture(GL_TEXTURE_2D, 450), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=450 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ebd20) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cb0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ebd20) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {450...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=450 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cb0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 451 glBindTexture(GL_TEXTURE_2D, 451), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=451 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 451 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=451 / 451 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=451 / 451 glBindTexture(GL_TEXTURE_2D, 451), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=451 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6681dc00) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ebd20) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6681dc00) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ebd20) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {451...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 452 glBindTexture(GL_TEXTURE_2D, 452), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=452 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=451 / 452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=452 / 452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=452 / 452 glBindTexture(GL_TEXTURE_2D, 452), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=452 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666d4410) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ebd20) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666d4410) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {452...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=452 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6681aba0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x667eb648) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x667eb498 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6681aba0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x667eb648) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666d4410) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x666d4410) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x666d4410) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 453 glBindTexture(GL_TEXTURE_2D, 453), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681afa8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=453 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 453 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=453 / 453 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=453 / 453 glBindTexture(GL_TEXTURE_2D, 453), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=453 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {453...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 454 glBindTexture(GL_TEXTURE_2D, 454), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=454 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=453 / 454 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=454 / 454 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=454 / 454 glBindTexture(GL_TEXTURE_2D, 454), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=454 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cae8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb20) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cae8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb20) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {454...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=454 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673ca70) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca70) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 455 glBindTexture(GL_TEXTURE_2D, 455), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=455 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 455 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=455 / 455 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=455 / 455 glBindTexture(GL_TEXTURE_2D, 455), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=455 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {455...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 456 glBindTexture(GL_TEXTURE_2D, 456), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=456 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=455 / 456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=456 / 456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=456 / 456 glBindTexture(GL_TEXTURE_2D, 456), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=456 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb40) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb08) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb40) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {456...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=456 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x666db830) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6681cd70) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673ca90) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 457 glBindTexture(GL_TEXTURE_2D, 457), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=457 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=457 / 457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=457 / 457 glBindTexture(GL_TEXTURE_2D, 457), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=457 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {457...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 458 glBindTexture(GL_TEXTURE_2D, 458), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=458 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=457 / 458 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=458 / 458 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=458 / 458 glBindTexture(GL_TEXTURE_2D, 458), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=458 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb40) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb08) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb40) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {458...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=458 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673ca90) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673ca90) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 459 glBindTexture(GL_TEXTURE_2D, 459), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=459 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 459 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=459 / 459 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=459 / 459 glBindTexture(GL_TEXTURE_2D, 459), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=459 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {459...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 460 glBindTexture(GL_TEXTURE_2D, 460), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=460 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=459 / 460 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=460 / 460 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=460 / 460 glBindTexture(GL_TEXTURE_2D, 460), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=460 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb28) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb60) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb28) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb60) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {460...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=460 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x666db830) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6681cd70) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cab0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 461 glBindTexture(GL_TEXTURE_2D, 461), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=461 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 461 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=461 / 461 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=461 / 461 glBindTexture(GL_TEXTURE_2D, 461), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=461 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {461...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 462 glBindTexture(GL_TEXTURE_2D, 462), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=462 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=461 / 462 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=462 / 462 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=462 / 462 glBindTexture(GL_TEXTURE_2D, 462), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=462 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb28) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb60) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb28) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb60) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {462...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=462 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cab0) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cab0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 463 glBindTexture(GL_TEXTURE_2D, 463), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=463 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=463 / 463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=463 / 463 glBindTexture(GL_TEXTURE_2D, 463), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=463 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea720) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea720) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {463...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 464 glBindTexture(GL_TEXTURE_2D, 464), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=464 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=463 / 464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=464 / 464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=464 / 464 glBindTexture(GL_TEXTURE_2D, 464), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=464 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb48) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb80) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb48) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb80) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {464...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=464 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x666db830) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6681cd70) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cad0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 465 glBindTexture(GL_TEXTURE_2D, 465), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=465 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=465 / 465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=465 / 465 glBindTexture(GL_TEXTURE_2D, 465), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=465 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea720) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea720) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {465...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 466 glBindTexture(GL_TEXTURE_2D, 466), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=466 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=465 / 466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=466 / 466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=466 / 466 glBindTexture(GL_TEXTURE_2D, 466), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=466 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb48) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cb80) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb48) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cb80) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {466...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=466 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cad0) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cad0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 467 glBindTexture(GL_TEXTURE_2D, 467), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=467 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=467 / 467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=467 / 467 glBindTexture(GL_TEXTURE_2D, 467), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=467 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {467...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 468 glBindTexture(GL_TEXTURE_2D, 468), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=468 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=467 / 468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=468 / 468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=468 / 468 glBindTexture(GL_TEXTURE_2D, 468), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=468 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb68) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cba0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb68) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cba0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {468...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=468 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x666db830) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6681cd70) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673caf0) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 469 glBindTexture(GL_TEXTURE_2D, 469), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=469 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 469 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=469 / 469 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=469 / 469 glBindTexture(GL_TEXTURE_2D, 469), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=469 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {469...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 470 glBindTexture(GL_TEXTURE_2D, 470), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=470 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=469 / 470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=470 / 470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=470 / 470 glBindTexture(GL_TEXTURE_2D, 470), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=470 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb68) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cba0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb68) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cba0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {470...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=470 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673caf0) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673caf0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 471 glBindTexture(GL_TEXTURE_2D, 471), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=471 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=471 / 471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=471 / 471 glBindTexture(GL_TEXTURE_2D, 471), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=471 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {471...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 472 glBindTexture(GL_TEXTURE_2D, 472), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=472 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=471 / 472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=472 / 472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=472 / 472 glBindTexture(GL_TEXTURE_2D, 472), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=472 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb88) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cbc0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb88) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cbc0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {472...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=472 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x666db830) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, -0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6681cd70) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb10) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 473 glBindTexture(GL_TEXTURE_2D, 473), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=473 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=473 / 473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=473 / 473 glBindTexture(GL_TEXTURE_2D, 473), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=473 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {473...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 474 glBindTexture(GL_TEXTURE_2D, 474), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=474 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=473 / 474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=474 / 474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=474 / 474 glBindTexture(GL_TEXTURE_2D, 474), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=474 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb88) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x6673cbc0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb88) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x6673cbc0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {474...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=474 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cb10) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cb10) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 475 glBindTexture(GL_TEXTURE_2D, 475), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=475 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 475 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=475 / 475 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=475 / 475 glBindTexture(GL_TEXTURE_2D, 475), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=475 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877f28) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877f28) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {475...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 476 glBindTexture(GL_TEXTURE_2D, 476), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=476 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=475 / 476 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=476 / 476 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=476 / 476 glBindTexture(GL_TEXTURE_2D, 476), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=476 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cba8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667ea6f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cba8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667ea6f8) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {476...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=476 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x666db830) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6681cd70) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 64.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 128.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 192.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 256.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 320.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 384.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 448.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(0.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(64.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(128.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(256.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(320.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(384.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(448.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(512.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(576.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(640.000000, 512.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x6681cbc0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x666db830) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6681cd70) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f49ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f49ac) =>(3...) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 259), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-192.000000, -16.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x667ea6f8) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(-166.399994, -47.599998, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(0.950000, 0.950000, 1.000000), list=0x0 glMultMatrix(0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...), list=0x0 => (0.950000, 0.000000, 0.000000, 0.000000, 0.000000, 0.950000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=262 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x667ea6f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.002969, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 477 glBindTexture(GL_TEXTURE_2D, 477), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x6681aba0, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=477 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 477 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=477 / 477 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=477 / 477 glBindTexture(GL_TEXTURE_2D, 477), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(614.000000, 460.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=477 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cba8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667e9a00) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cba8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667e9a00) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {477...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 478 glBindTexture(GL_TEXTURE_2D, 478), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8f800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=478 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=477 / 478 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=478 / 478 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=478 / 478 glBindTexture(GL_TEXTURE_2D, 478), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(154.000000, 140.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=478 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cba8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66877cc0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66877cc0) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {478...}) glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=478 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 378 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=378 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877cc0) glVertexAttrib4fv(1, 0x6b134654) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667eadb0) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 206.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 379 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=379 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 248.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 380 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=380 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 290.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 381 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=381 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 332.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 382 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=382 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(192.000000, 374.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 383 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=383 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(138.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 376 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=376 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glVertexAttrib4fv(1, 0x6b134654) => (1.000000, 1.000000, 1.000000, 1.000000) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(438.000000, 164.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glScalef(1.000000, 1.000000, 1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(0.000000, 0.000000, 0.000000, 1.000000), list=0x0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 377 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=377 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877cc0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667eadb0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ec) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ec) =>(3...) glPopMatrix(), list=0x0 glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 479 glBindTexture(GL_TEXTURE_2D, 479), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d92110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=479 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 479 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=479 / 479 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=479 / 479 glBindTexture(GL_TEXTURE_2D, 479), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(117.000000, 420.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=479 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x6673cba8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x667e9a30) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x6673cba8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x667e9a30) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {479...}) glPushMatrix(), list=0x0 glGenTextures(1, 0x682f49d4) -> textures[0] = 480 glBindTexture(GL_TEXTURE_2D, 480), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,64) and skip(0,0), format(internal)=GL_RGBA(4), type=GL_UNSIGNED_BYTE, data=0x66d8cf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=480 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=479 / 480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=480 / 480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=480 / 480 glBindTexture(GL_TEXTURE_2D, 480), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTranslatef(190.000000, 447.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=480 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66877ef0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x666da978) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x668775d0[256], 0, 1, 0, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x668775d0[256], -1, 1, 1, 0x6b133594) p=>(0.003125, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x668775d0[256], 1, 1, 1, 0x682f48ac) =>(0...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(1...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(2...) GoUniformiv(0x668775d0[256], -1, 1, 1, 0x682f48ac) =>(3...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0x66877ef0) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x666da978) glPopMatrix(), list=0x0 glDeleteTextures(1, 0x682f49d4 {480...}) 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=480 0 of 63 0 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 ...Quit game Unloaded all music from memory Unloaded all sounds from memory SDL_mixer closed glDeleteTextures(1, 0x666dd9cc {376...}) glDeleteTextures(1, 0x666dda18 {377...}) glDeleteTextures(1, 0x666dda64 {378...}) glDeleteTextures(1, 0x666ddab0 {379...}) glDeleteTextures(1, 0x666ddafc {380...}) glDeleteTextures(1, 0x666ddb48 {381...}) glDeleteTextures(1, 0x666ddb94 {382...}) glDeleteTextures(1, 0x666ddbe0 {383...}) glDeleteTextures(1, 0x666ddc2c {384...}) glDeleteTextures(1, 0x666ddc78 {385...}) glDeleteTextures(1, 0x666ddcc4 {386...}) glDeleteTextures(1, 0x666ddd10 {387...}) glDeleteTextures(1, 0x666ddd5c {388...}) glDeleteTextures(1, 0x666ddda8 {389...}) glDeleteTextures(1, 0x666dddf4 {390...}) glDeleteTextures(1, 0x666dde40 {391...}) glDeleteTextures(1, 0x666dde8c {392...}) glDeleteTextures(1, 0x666dded8 {393...}) glDeleteTextures(1, 0x666ddf24 {394...}) glDeleteTextures(1, 0x666ddf70 {395...}) glDeleteTextures(1, 0x666ddfbc {396...}) glDeleteTextures(1, 0x666de008 {397...}) glDeleteTextures(1, 0x666de054 {398...}) glDeleteTextures(1, 0x666de0a0 {399...}) glDeleteTextures(1, 0x666de0ec {400...}) glDeleteTextures(1, 0x666de138 {401...}) glDeleteTextures(1, 0x666de184 {402...}) glDeleteTextures(1, 0x666de1d0 {403...}) glDeleteTextures(1, 0x666de21c {404...}) glDeleteTextures(1, 0x666de268 {405...}) glDeleteTextures(1, 0x666de2b4 {406...}) Unloaded all button/GUI images from memory glDeleteTextures(1, 0x66ba7d80 {319...}) glDeleteTextures(1, 0x66ba7dac {320...}) glDeleteTextures(1, 0x66ba7dd8 {321...}) glDeleteTextures(1, 0x66ba7e04 {322...}) glDeleteTextures(1, 0x66ba7e30 {323...}) glDeleteTextures(1, 0x66ba7e5c {324...}) glDeleteTextures(1, 0x66ba7e88 {325...}) glDeleteTextures(1, 0x66ba7eb4 {326...}) glDeleteTextures(1, 0x66ba7ee0 {327...}) glDeleteTextures(1, 0x66ba7f0c {328...}) glDeleteTextures(1, 0x66ba7f38 {329...}) glDeleteTextures(1, 0x66ba7f64 {330...}) glDeleteTextures(1, 0x66ba7f90 {331...}) glDeleteTextures(1, 0x66ba7fbc {332...}) glDeleteTextures(1, 0x66ba7fe8 {333...}) glDeleteTextures(1, 0x66ba8014 {334...}) glDeleteTextures(1, 0x66ba8040 {335...}) glDeleteTextures(1, 0x66ba806c {336...}) glDeleteTextures(1, 0x66ba8098 {337...}) glDeleteTextures(1, 0x66ba80c4 {338...}) glDeleteTextures(1, 0x66ba80f0 {339...}) glDeleteTextures(1, 0x66ba811c {340...}) glDeleteTextures(1, 0x66ba8148 {341...}) glDeleteTextures(1, 0x66ba8174 {342...}) glDeleteTextures(1, 0x66ba81a0 {343...}) glDeleteTextures(1, 0x66ba81cc {344...}) glDeleteTextures(1, 0x66ba81f8 {345...}) glDeleteTextures(1, 0x66ba8224 {346...}) glDeleteTextures(1, 0x66ba8250 {347...}) glDeleteTextures(1, 0x66ba827c {348...}) glDeleteTextures(1, 0x66ba82a8 {349...}) glDeleteTextures(1, 0x66ba82d4 {350...}) glDeleteTextures(1, 0x66ba8300 {351...}) glDeleteTextures(1, 0x66ba832c {352...}) glDeleteTextures(1, 0x66ba8358 {353...}) glDeleteTextures(1, 0x66ba8384 {354...}) glDeleteTextures(1, 0x66ba83b0 {355...}) glDeleteTextures(1, 0x66ba83dc {356...}) glDeleteTextures(1, 0x66ba8408 {357...}) glDeleteTextures(1, 0x66ba8434 {358...}) glDeleteTextures(1, 0x66ba8460 {359...}) glDeleteTextures(1, 0x66ba848c {360...}) glDeleteTextures(1, 0x66ba84b8 {361...}) glDeleteTextures(1, 0x66ba84e4 {362...}) glDeleteTextures(1, 0x66ba8510 {363...}) glDeleteTextures(1, 0x66ba853c {364...}) glDeleteTextures(1, 0x66ba8568 {365...}) glDeleteTextures(1, 0x66ba8594 {366...}) glDeleteTextures(1, 0x66ba85c0 {367...}) glDeleteTextures(1, 0x66ba85ec {368...}) glDeleteTextures(1, 0x66ba8618 {369...}) glDeleteTextures(1, 0x66ba8644 {370...}) glDeleteTextures(1, 0x66ba8670 {371...}) glDeleteTextures(1, 0x66ba869c {372...}) glDeleteTextures(1, 0x66ba86c8 {373...}) glDeleteTextures(1, 0x66ba86f4 {374...}) glDeleteTextures(1, 0x66ba8720 {375...}) Unloaded all texts from memory Unloaded all TTF fonts from memory SDL_ttf closed glDeleteTextures(1, 0x66ba002c {256...}) glDeleteTextures(1, 0x66ba006c {257...}) glDeleteTextures(1, 0x66ba02ac {258...}) glDeleteTextures(1, 0x66ba052c {259...}) glDeleteTextures(1, 0x66ba056c {260...}) glDeleteTextures(1, 0x66ba05ac {261...}) glDeleteTextures(1, 0x66ba066c {262...}) glDeleteTextures(1, 0x66ba0dec {263...}) glDeleteTextures(1, 0x66ba0f2c {264...}) glDeleteTextures(1, 0x66ba106c {265...}) glDeleteTextures(1, 0x66ba11ac {266...}) glDeleteTextures(1, 0x66ba12ec {267...}) glDeleteTextures(1, 0x66ba142c {268...}) glDeleteTextures(1, 0x66ba156c {269...}) glDeleteTextures(1, 0x66ba16ac {270...}) glDeleteTextures(1, 0x66ba17ec {271...}) glDeleteTextures(1, 0x66ba192c {272...}) glDeleteTextures(1, 0x66ba1a6c {273...}) glDeleteTextures(1, 0x66ba1bac {274...}) glDeleteTextures(1, 0x66ba1cec {275...}) glDeleteTextures(1, 0x66ba1e2c {276...}) glDeleteTextures(1, 0x66ba1f6c {277...}) glDeleteTextures(1, 0x66ba20ac {278...}) glDeleteTextures(1, 0x66ba21ec {279...}) glDeleteTextures(1, 0x66ba322c {280...}) glDeleteTextures(1, 0x66ba326c {281...}) glDeleteTextures(1, 0x66ba32ac {282...}) glDeleteTextures(1, 0x66ba32ec {283...}) glDeleteTextures(1, 0x66ba332c {284...}) glDeleteTextures(1, 0x66ba336c {285...}) glDeleteTextures(1, 0x66ba33ac {286...}) glDeleteTextures(1, 0x66ba33ec {287...}) glDeleteTextures(1, 0x66ba342c {288...}) glDeleteTextures(1, 0x66ba346c {289...}) glDeleteTextures(1, 0x66ba34ac {290...}) glDeleteTextures(1, 0x66ba34ec {291...}) glDeleteTextures(1, 0x66ba352c {292...}) glDeleteTextures(1, 0x66ba356c {293...}) glDeleteTextures(1, 0x66ba35ac {294...}) glDeleteTextures(1, 0x66ba35ec {295...}) glDeleteTextures(1, 0x66ba362c {296...}) glDeleteTextures(1, 0x66ba366c {297...}) glDeleteTextures(1, 0x66ba36ac {298...}) glDeleteTextures(1, 0x66ba36ec {299...}) glDeleteTextures(1, 0x66ba372c {300...}) glDeleteTextures(1, 0x66ba376c {301...}) glDeleteTextures(1, 0x66ba37ac {302...}) glDeleteTextures(1, 0x66ba37ec {303...}) glDeleteTextures(1, 0x66ba382c {304...}) glDeleteTextures(1, 0x66ba386c {305...}) glDeleteTextures(1, 0x66ba38ac {306...}) glDeleteTextures(1, 0x66ba38ec {307...}) glDeleteTextures(1, 0x66ba392c {308...}) glDeleteTextures(1, 0x66ba396c {309...}) glDeleteTextures(1, 0x66ba39ac {310...}) glDeleteTextures(1, 0x66ba39ec {311...}) glDeleteTextures(1, 0x66ba3a2c {312...}) glDeleteTextures(1, 0x66ba3a6c {313...}) glDeleteTextures(1, 0x66ba3aac {314...}) glDeleteTextures(1, 0x66ba3aec {315...}) glDeleteTextures(1, 0x66ba3b2c {316...}) glDeleteTextures(1, 0x66ba3b6c {317...}) glDeleteTextures(1, 0x66ba3bac {318...}) Unloaded all sprite images from memory SDL+OpenGL successfully closed LIBGL: OGLES2 Library and Interface closed