LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 27 2018 01:38:02 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:NO NAME:let2 SDL (Everything) initialized LIBGL: Hardware test on current Context... LIBGL: Hardware Limited NPOT detected and used LIBGL: FBO are in core, and so used LIBGL: PointSprite are in core, and so used LIBGL: high precision float in fragment shader available and used LIBGL: Max vertex attrib: 16 LIBGL: Max texture size: 16384 LIBGL: Max Varying Vector: 32 LIBGL: Texture Units: 8(8), Max lights: 8, Max planes: 6 SDL+OpenGL resizable window created SDL_ttf initialized Loaded all TTF fonts into memory glGenTextures(1, 0x6747702c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x6702e018, 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 glGenTextures(1, 0x6747706c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x6702e018, 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 glGenTextures(1, 0x674772ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66fd3008, 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 glGenTextures(1, 0x6747752c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66bb3008, 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 glGenTextures(1, 0x6747756c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x674775ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66c03008, 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 glGenTextures(1, 0x6747766c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66d0d060, 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 glGenTextures(1, 0x67477dec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x6704fdd0, 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 glGenTextures(1, 0x67477f2c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x6747806c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x674781ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x674782ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x6747842c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x6747856c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x67052778, 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 glGenTextures(1, 0x674786ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x674787ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x6747892c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e2b018, 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 glGenTextures(1, 0x67478a6c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x67478bac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e2b018, 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 glGenTextures(1, 0x67478cec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x67478e2c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x67478f6c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x674790ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x6704fdd0, 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 glGenTextures(1, 0x674791ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e5cbf0, 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 glGenTextures(1, 0x6747a22c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e1ebf0, 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 glGenTextures(1, 0x6747a26c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e22c00, 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 glGenTextures(1, 0x6747a2ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e13008, 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 glGenTextures(1, 0x6747a2ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 283 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e19100, 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 glGenTextures(1, 0x6747a32c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 284 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e30c20, 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 glGenTextures(1, 0x6747a36c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 285 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e34c30, 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 glGenTextures(1, 0x6747a3ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e38c40, 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 glGenTextures(1, 0x6747a3ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e3cc50, 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 glGenTextures(1, 0x6747a42c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e40c60, 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 glGenTextures(1, 0x6747a46c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e44c70, 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 glGenTextures(1, 0x6747a4ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e48c80, 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 glGenTextures(1, 0x6747a4ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e4cc90, 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 glGenTextures(1, 0x6747a52c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e50de0, 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 glGenTextures(1, 0x6747a56c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e569c8, 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 glGenTextures(1, 0x6747a5ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e5a9d8, 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 glGenTextures(1, 0x6747a5ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e5e9e8, 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 glGenTextures(1, 0x6747a62c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e629f8, 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 glGenTextures(1, 0x6747a66c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e66a08, 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 glGenTextures(1, 0x6747a6ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e6c5f0, 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 glGenTextures(1, 0x6747a6ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e70600, 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 glGenTextures(1, 0x6747a72c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e74610, 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 glGenTextures(1, 0x6747a76c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e78620, 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 glGenTextures(1, 0x6747a7ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e7c630, 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 glGenTextures(1, 0x6747a7ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e80640, 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 glGenTextures(1, 0x6747a82c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e86228, 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 glGenTextures(1, 0x6747a86c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e8a238, 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 glGenTextures(1, 0x6747a8ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e8e248, 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 glGenTextures(1, 0x6747a8ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e93e30, 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 glGenTextures(1, 0x6747a92c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e97e40, 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 glGenTextures(1, 0x6747a96c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e9be50, 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 glGenTextures(1, 0x6747a9ac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66e9fe60, 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 glGenTextures(1, 0x6747a9ec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ea3e70, 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 glGenTextures(1, 0x6747aa2c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ea7e80, 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 glGenTextures(1, 0x6747aa6c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66eabe90, 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 glGenTextures(1, 0x6747aaac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66eafea0, 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 glGenTextures(1, 0x6747aaec) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66eb40f8, 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 glGenTextures(1, 0x6747ab2c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66eb9ce0, 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 glGenTextures(1, 0x6747ab6c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ebdcf0, 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 glGenTextures(1, 0x6747abac) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ec1d00, 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 Loaded and initialized all sprite images into memory glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=318 / 318 glGenTextures(1, 0x6747ed80) -> 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=0x66e26c10, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=319 / 319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=319 / 319 glGenTextures(1, 0x6747edac) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=320 / 320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=320 / 320 glGenTextures(1, 0x6747edd8) -> 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=0x66ecfe08, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=321 / 321 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=321 / 321 glGenTextures(1, 0x6747ee04) -> 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=0x66ed7d28, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=322 / 322 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=322 / 322 glGenTextures(1, 0x6747ee30) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=323 / 323 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=323 / 323 glGenTextures(1, 0x6747ee5c) -> 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=0x66ecbba8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=324 / 324 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=324 / 324 glGenTextures(1, 0x6747ee88) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=325 / 325 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=325 / 325 glGenTextures(1, 0x6747eeb4) -> 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=0x66ecd4f8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=326 / 326 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=326 / 326 glGenTextures(1, 0x6747eee0) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=327 / 327 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=327 / 327 glGenTextures(1, 0x6747ef0c) -> 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=0x66eccd18, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=328 / 328 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=328 / 328 glGenTextures(1, 0x6747ef38) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=329 / 329 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=329 / 329 glGenTextures(1, 0x6747ef64) -> 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=0x66ecb218, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=330 / 330 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=330 / 330 glGenTextures(1, 0x6747ef90) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=331 / 331 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=331 / 331 glGenTextures(1, 0x6747efbc) -> 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=0x66ed3648, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=332 / 332 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=332 / 332 glGenTextures(1, 0x6747efe8) -> 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=0x66eca7f8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=333 / 333 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=333 / 333 glGenTextures(1, 0x6747f014) -> 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=0x66ed5028, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=334 / 334 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=334 / 334 glGenTextures(1, 0x6747f040) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=335 / 335 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=335 / 335 glGenTextures(1, 0x6747f06c) -> 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=0x66ecd618, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=336 / 336 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=336 / 336 glGenTextures(1, 0x6747f098) -> 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=0x66ecc148, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=337 / 337 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=337 / 337 glGenTextures(1, 0x6747f0c4) -> 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=0x66ed8ea0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=338 / 338 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=338 / 338 glGenTextures(1, 0x6747f0f0) -> 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=0x66ec5c08, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=339 / 339 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=339 / 339 glGenTextures(1, 0x6747f11c) -> 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=0x66ed9dd0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=340 / 340 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=340 / 340 glGenTextures(1, 0x6747f148) -> 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=0x66ec6f28, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=341 / 341 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=341 / 341 glGenTextures(1, 0x6747f174) -> 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=0x66ec70d8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=342 / 342 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=342 / 342 glGenTextures(1, 0x6747f1a0) -> 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=0x66ec99e8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=343 / 343 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=343 / 343 glGenTextures(1, 0x6747f1cc) -> 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=0x66ed24e0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=344 / 344 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=344 / 344 glGenTextures(1, 0x6747f1f8) -> 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=0x66edb7b0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=345 / 345 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=345 / 345 glGenTextures(1, 0x6747f224) -> 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=0x66ec7d38, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=346 / 346 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=346 / 346 glGenTextures(1, 0x6747f250) -> 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=0x66edc020, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=347 / 347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=347 / 347 glGenTextures(1, 0x6747f27c) -> 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=0x66ed78b0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=348 / 348 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=348 / 348 glGenTextures(1, 0x6747f2a8) -> 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=0x66ecb338, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=349 / 349 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=349 / 349 glGenTextures(1, 0x6747f2d4) -> 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=0x66ed6080, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=350 / 350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=350 / 350 glGenTextures(1, 0x6747f300) -> 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=0x66ed6ce0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=351 / 351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=351 / 351 glGenTextures(1, 0x6747f32c) -> 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=0x66ec7288, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=352 / 352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=352 / 352 glGenTextures(1, 0x6747f358) -> 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=0x66ec9cb8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=353 / 353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=353 / 353 glGenTextures(1, 0x6747f384) -> 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=0x66ed0320, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=354 / 354 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=354 / 354 glGenTextures(1, 0x6747f3b0) -> 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=0x66ed8ab0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=355 / 355 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=355 / 355 glGenTextures(1, 0x6747f3dc) -> 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=0x66edbf90, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=356 / 356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=356 / 356 glGenTextures(1, 0x6747f408) -> 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=0x66ed68f0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=357 / 357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=357 / 357 glGenTextures(1, 0x6747f434) -> 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=0x66edd7c0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=358 / 358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=358 / 358 glGenTextures(1, 0x6747f460) -> 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=0x66edcfe0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=359 / 359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=359 / 359 glGenTextures(1, 0x6747f48c) -> 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=0x66edb450, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=360 / 360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=360 / 360 glGenTextures(1, 0x6747f4b8) -> 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=0x66ed0290, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=361 / 361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=361 / 361 glGenTextures(1, 0x6747f4e4) -> 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=0x66ed0ef0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=362 / 362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=362 / 362 glGenTextures(1, 0x6747f510) -> 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=0x66edc770, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=363 / 363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=363 / 363 glGenTextures(1, 0x6747f53c) -> 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=0x66ed94d0, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=364 / 364 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=364 / 364 glGenTextures(1, 0x6747f568) -> 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=0x66ec9f88, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=365 / 365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=365 / 365 glGenTextures(1, 0x6747f594) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=366 / 366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=366 / 366 glGenTextures(1, 0x6747f5c0) -> 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=0x66ec7dc8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=367 / 367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=367 / 367 glGenTextures(1, 0x6747f5ec) -> 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=0x66ec9f88, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=368 / 368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=368 / 368 glGenTextures(1, 0x6747f618) -> 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=0x66ec56f8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=369 / 369 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=369 / 369 glGenTextures(1, 0x6747f644) -> 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=0x66ec68f8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=370 / 370 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=370 / 370 glGenTextures(1, 0x6747f670) -> 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=0x66ec5a58, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=371 / 371 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=371 / 371 glGenTextures(1, 0x6747f69c) -> 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=0x66ec66b8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=372 / 372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=372 / 372 glGenTextures(1, 0x6747f6c8) -> 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=0x66ec4bb8, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=373 / 373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=373 / 373 glGenTextures(1, 0x6747f6f4) -> 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=0x66ec1d00, 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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=374 / 374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=374 / 374 glGenTextures(1, 0x6747f720) -> 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=0x66ecc928, 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 Loaded all texts into memory No USB joysticks are plugged in glGenTextures(1, 0x66e2703c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=375 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed1578, 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, 0x66e27088) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed1578, 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, 0x66e270d4) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66eed9b0, 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, 0x66e27120) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66eef7b8, 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, 0x66e2716c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ef17c0, 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, 0x66e271b8) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ef17c0, 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, 0x66e27204) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ef1bc8, 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, 0x66e27250) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ef2048, 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, 0x66e2729c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ef2578, 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, 0x66e272e8) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=384 / 385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ef3030, 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, 0x66e27334) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=385 / 386 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66f25078, 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, 0x66e27380) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=386 / 387 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e273cc) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=387 / 388 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27418) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=388 / 389 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27464) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=389 / 390 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e274b0) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=390 / 391 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e274fc) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=391 / 392 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27548) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=392 / 393 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27594) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=393 / 394 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e275e0) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=394 / 395 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e2762c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=395 / 396 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27678) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=396 / 397 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e276c4) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=397 / 398 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27710) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=398 / 399 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e2775c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=399 / 400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e277a8) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=400 / 401 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e277f4) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=401 / 402 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27840) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=402 / 403 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e2788c) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=403 / 404 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e278d8) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=404 / 405 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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, 0x66e27924) -> 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(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=405 / 406 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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=0x66ed9448, 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... glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=406 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e29b50) glClientActiveTexture(GL_TEXTURE0) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT creating FPE shader : 256(0x66eee2f8) Use FPE program 256 VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glGenTextures(1, 0x67677ae4) -> 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=0x66f9bce8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=407 / 407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=407 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d130) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d168) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d168) glDeleteTextures(1, 0x67677ae4 {407...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=408 / 408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=408 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf518) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf550) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf550) glDeleteTextures(1, 0x67677ae4 {408...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=409 / 409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=409 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c428) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c460) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c460) glDeleteTextures(1, 0x67677ae4 {409...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=409 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c4f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=410 / 410 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=410 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d260) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x67677ae4 {410...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=411 / 411 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=411 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d038) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {411...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=412 / 412 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=412 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d260) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {412...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=412 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d238) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=413 / 413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=413 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d038) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x67677ae4 {413...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=414 / 414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=414 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d260) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {414...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=415 / 415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=415 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d038) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {415...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=415 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d000) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=416 / 416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=416 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d260) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x67677ae4 {416...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=417 / 417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=417 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d038) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {417...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=418 / 418 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=418 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d260) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {418...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=418 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d238) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=419 / 419 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=419 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d038) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x67677ae4 {419...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=420 / 420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=420 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d260) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {420...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=421 / 421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=421 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d038) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x67677ae4 {421...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=421 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c4f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=422 / 422 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=422 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {422...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=423 / 423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=423 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {423...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=424 / 424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=424 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {424...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=424 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, -0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=425 / 425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=425 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {425...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=426 / 426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=426 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {426...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=427 / 427 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=427 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {427...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=427 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=428 / 428 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=428 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {428...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=429 / 429 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=429 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {429...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=430 / 430 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=430 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {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 0 of 63 0 of 63 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=430 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=431 / 431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=431 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {431...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=432 / 432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=432 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {432...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=433 / 433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=433 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {433...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=433 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=434 / 434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=434 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {434...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=435 / 435 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=435 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {435...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=436 / 436 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=436 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {436...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=436 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=437 / 437 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=437 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {437...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=438 / 438 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=438 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {438...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=439 / 439 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=439 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {439...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=439 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=440 / 440 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=440 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {440...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=441 / 441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=441 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {441...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=442 / 442 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=442 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {442...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=442 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=443 / 443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=443 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {443...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d64cb8, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=444 / 444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=444 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {444...}) glGenTextures(1, 0x67677ae4) -> 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=0x66d5ff80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=445 / 445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=445 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {445...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=445 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 258), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glGenTextures(1, 0x67677ae4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=446 / 446 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=446 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {446...}) glGenTextures(1, 0x67677ae4) -> 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=0x66bb3008, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=447 / 447 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=447 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c180) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1b8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1b8) glDeleteTextures(1, 0x67677ae4 {447...}) glGenTextures(1, 0x67677ae4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=448 / 448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=448 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b808) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b808) glDeleteTextures(1, 0x67677ae4 {448...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=448 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67020e68) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020a60) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67020e68) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020a60) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9b3f8) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9b7d0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9b3f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=449 / 449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=449 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb80) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {449...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=450 / 450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=450 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb08) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb08) glDeleteTextures(1, 0x676779d4 {450...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=450 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=451 / 451 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=451 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0f8) glDeleteTextures(1, 0x676779d4 {451...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=452 / 452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=452 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c200) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c200) glDeleteTextures(1, 0x676779d4 {452...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=452 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x67022338) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x67022338) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=453 / 453 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=453 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e2cbb8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e2cbb8) glDeleteTextures(1, 0x676779d4 {453...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=454 / 454 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=454 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb60) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb60) glDeleteTextures(1, 0x676779d4 {454...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=454 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb08) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=455 / 455 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=455 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x676779d4 {455...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=456 / 456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=456 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb90) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb90) glDeleteTextures(1, 0x676779d4 {456...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=456 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=457 / 457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=457 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x676779d4 {457...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=458 / 458 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=458 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb90) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb90) glDeleteTextures(1, 0x676779d4 {458...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=458 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb18) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=459 / 459 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=459 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d460) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d460) glDeleteTextures(1, 0x676779d4 {459...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=460 / 460 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=460 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x676779d4 {460...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=460 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c4f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c4f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=461 / 461 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=461 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cba0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cba0) glDeleteTextures(1, 0x676779d4 {461...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=462 / 462 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=462 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d460) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d460) glDeleteTextures(1, 0x676779d4 {462...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=462 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d460) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=463 / 463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=463 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x676779d4 {463...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=464 / 464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=464 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d480) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d480) glDeleteTextures(1, 0x676779d4 {464...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=464 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=465 / 465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=465 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9c1f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9c1f8) glDeleteTextures(1, 0x676779d4 {465...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=466 / 466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=466 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d480) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d480) glDeleteTextures(1, 0x676779d4 {466...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=466 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d480) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=467 / 467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=467 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {467...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=468 / 468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=468 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d4a0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d4a0) glDeleteTextures(1, 0x676779d4 {468...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=468 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=469 / 469 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=469 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {469...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=470 / 470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=470 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d4a0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d4a0) glDeleteTextures(1, 0x676779d4 {470...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=470 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9d4a0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=471 / 471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=471 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0f8) glDeleteTextures(1, 0x676779d4 {471...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=472 / 472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=472 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb38) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb38) glDeleteTextures(1, 0x676779d4 {472...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=472 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, -0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=473 / 473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=473 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0f8) glDeleteTextures(1, 0x676779d4 {473...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=474 / 474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=474 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb38) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb38) glDeleteTextures(1, 0x676779d4 {474...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=474 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb38) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=475 / 475 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=475 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0f8) glDeleteTextures(1, 0x676779d4 {475...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=476 / 476 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=476 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb58) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb58) glDeleteTextures(1, 0x676779d4 {476...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=476 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.000000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 0 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> 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=0x66fcb468, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=477 / 477 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=477 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0f8) glDeleteTextures(1, 0x676779d4 {477...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbe800, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=478 / 478 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=478 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1e8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb58) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb58) glDeleteTextures(1, 0x676779d4 {478...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=478 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb58) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> 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=0x66bc1110, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=479 / 479 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=479 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d500) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e2cbe0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e2cbe0) glDeleteTextures(1, 0x676779d4 {479...}) glGenTextures(1, 0x676779d4) -> 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=0x66bbbf80, 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(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=480 / 480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=480 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e2cbe0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glDeleteTextures(1, 0x676779d4 {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 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 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 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=480 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 481 glBindTexture(GL_TEXTURE_2D, 481), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=481 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 481 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=481 / 481 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=481 / 481 glBindTexture(GL_TEXTURE_2D, 481), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=481 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9d4f8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef138) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef138) glDeleteTextures(1, 0x676779d4 {481...}) glGenTextures(1, 0x676779d4) -> textures[0] = 482 glBindTexture(GL_TEXTURE_2D, 482), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=482 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=481 / 482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=482 / 482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=482 / 482 glBindTexture(GL_TEXTURE_2D, 482), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=482 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cba0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cba0) glDeleteTextures(1, 0x676779d4 {482...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=482 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9c1c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 483 glBindTexture(GL_TEXTURE_2D, 483), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=483 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 483 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=483 / 483 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=483 / 483 glBindTexture(GL_TEXTURE_2D, 483), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=483 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9d4f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9d4f0) glDeleteTextures(1, 0x676779d4 {483...}) glGenTextures(1, 0x676779d4) -> textures[0] = 484 glBindTexture(GL_TEXTURE_2D, 484), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=484 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=483 / 484 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=484 / 484 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=484 / 484 glBindTexture(GL_TEXTURE_2D, 484), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=484 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf4f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf4f0) glDeleteTextures(1, 0x676779d4 {484...}) 5 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=484 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 5 of 63 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=484 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.200000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 5 of 63 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 485 glBindTexture(GL_TEXTURE_2D, 485), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=485 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 485 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=485 / 485 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=485 / 485 glBindTexture(GL_TEXTURE_2D, 485), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=485 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf5c8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf5c8) glDeleteTextures(1, 0x676779d4 {485...}) glGenTextures(1, 0x676779d4) -> textures[0] = 486 glBindTexture(GL_TEXTURE_2D, 486), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=486 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=485 / 486 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=486 / 486 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=486 / 486 glBindTexture(GL_TEXTURE_2D, 486), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=486 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf4f0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf4f0) glDeleteTextures(1, 0x676779d4 {486...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=486 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf4f0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 487 glBindTexture(GL_TEXTURE_2D, 487), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=487 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=487 / 487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=487 / 487 glBindTexture(GL_TEXTURE_2D, 487), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=487 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb78) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb78) glDeleteTextures(1, 0x676779d4 {487...}) glGenTextures(1, 0x676779d4) -> textures[0] = 488 glBindTexture(GL_TEXTURE_2D, 488), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=488 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=487 / 488 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=488 / 488 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=488 / 488 glBindTexture(GL_TEXTURE_2D, 488), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=488 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf510) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf510) glDeleteTextures(1, 0x676779d4 {488...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=488 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.400000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 5 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 489 glBindTexture(GL_TEXTURE_2D, 489), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=489 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 489 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=489 / 489 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=489 / 489 glBindTexture(GL_TEXTURE_2D, 489), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=489 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb78) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb78) glDeleteTextures(1, 0x676779d4 {489...}) glGenTextures(1, 0x676779d4) -> textures[0] = 490 glBindTexture(GL_TEXTURE_2D, 490), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=490 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=489 / 490 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=490 / 490 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=490 / 490 glBindTexture(GL_TEXTURE_2D, 490), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=490 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef138) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf510) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf510) glDeleteTextures(1, 0x676779d4 {490...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=490 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf510) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 491 glBindTexture(GL_TEXTURE_2D, 491), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=491 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 491 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=491 / 491 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=491 / 491 glBindTexture(GL_TEXTURE_2D, 491), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=491 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {491...}) glGenTextures(1, 0x676779d4) -> textures[0] = 492 glBindTexture(GL_TEXTURE_2D, 492), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=492 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=491 / 492 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=492 / 492 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=492 / 492 glBindTexture(GL_TEXTURE_2D, 492), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=492 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbc8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb78) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb78) glDeleteTextures(1, 0x676779d4 {492...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=492 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.600000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 11 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 493 glBindTexture(GL_TEXTURE_2D, 493), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=493 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 493 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=493 / 493 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=493 / 493 glBindTexture(GL_TEXTURE_2D, 493), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=493 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf5a8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {493...}) glGenTextures(1, 0x676779d4) -> textures[0] = 494 glBindTexture(GL_TEXTURE_2D, 494), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=494 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=493 / 494 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=494 / 494 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=494 / 494 glBindTexture(GL_TEXTURE_2D, 494), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=494 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbc8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66f9cb78) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66f9cb78) glDeleteTextures(1, 0x676779d4 {494...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=494 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66f9cb78) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 495 glBindTexture(GL_TEXTURE_2D, 495), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=495 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 495 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=495 / 495 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=495 / 495 glBindTexture(GL_TEXTURE_2D, 495), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=495 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf5a8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {495...}) glGenTextures(1, 0x676779d4) -> textures[0] = 496 glBindTexture(GL_TEXTURE_2D, 496), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=496 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=495 / 496 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=496 / 496 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=496 / 496 glBindTexture(GL_TEXTURE_2D, 496), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=496 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf530) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf530) glDeleteTextures(1, 0x676779d4 {496...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=496 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 11 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 497 glBindTexture(GL_TEXTURE_2D, 497), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=497 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 497 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=497 / 497 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=497 / 497 glBindTexture(GL_TEXTURE_2D, 497), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=497 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {497...}) glGenTextures(1, 0x676779d4) -> textures[0] = 498 glBindTexture(GL_TEXTURE_2D, 498), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=498 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=497 / 498 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=498 / 498 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=498 / 498 glBindTexture(GL_TEXTURE_2D, 498), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=498 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf530) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf530) glDeleteTextures(1, 0x676779d4 {498...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=498 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf530) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 499 glBindTexture(GL_TEXTURE_2D, 499), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=499 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 499 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=499 / 499 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=499 / 499 glBindTexture(GL_TEXTURE_2D, 499), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=499 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbc8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {499...}) glGenTextures(1, 0x676779d4) -> textures[0] = 500 glBindTexture(GL_TEXTURE_2D, 500), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=500 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=499 / 500 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=500 / 500 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=500 / 500 glBindTexture(GL_TEXTURE_2D, 500), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=500 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf550) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf550) glDeleteTextures(1, 0x676779d4 {500...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=500 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 11 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 501 glBindTexture(GL_TEXTURE_2D, 501), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=501 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=501 / 501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=501 / 501 glBindTexture(GL_TEXTURE_2D, 501), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=501 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbc8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0c0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0c0) glDeleteTextures(1, 0x676779d4 {501...}) glGenTextures(1, 0x676779d4) -> textures[0] = 502 glBindTexture(GL_TEXTURE_2D, 502), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=502 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=501 / 502 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=502 / 502 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=502 / 502 glBindTexture(GL_TEXTURE_2D, 502), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=502 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf550) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf550) glDeleteTextures(1, 0x676779d4 {502...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=502 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf550) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 503 glBindTexture(GL_TEXTURE_2D, 503), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=503 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 503 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=503 / 503 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=503 / 503 glBindTexture(GL_TEXTURE_2D, 503), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=503 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e2cbe0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e2cbe0) glDeleteTextures(1, 0x676779d4 {503...}) glGenTextures(1, 0x676779d4) -> textures[0] = 504 glBindTexture(GL_TEXTURE_2D, 504), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=504 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=503 / 504 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=504 / 504 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=504 / 504 glBindTexture(GL_TEXTURE_2D, 504), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=504 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf570) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf570) glDeleteTextures(1, 0x676779d4 {504...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=504 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 11 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 glBindTexture(GL_TEXTURE_2D, 260), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=260 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66ed56a8) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.750000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 262), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glGenTextures(1, 0x676779d4) -> textures[0] = 505 glBindTexture(GL_TEXTURE_2D, 505), 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=0x66fcb468, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=505 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 505 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=505 / 505 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=505 / 505 glBindTexture(GL_TEXTURE_2D, 505), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=505 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e2cbe0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e2cbe0) glDeleteTextures(1, 0x676779d4 {505...}) glGenTextures(1, 0x676779d4) -> textures[0] = 506 glBindTexture(GL_TEXTURE_2D, 506), 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=0x66bbe800, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=506 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=505 / 506 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=506 / 506 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=506 / 506 glBindTexture(GL_TEXTURE_2D, 506), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=506 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf570) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf570) glDeleteTextures(1, 0x676779d4 {506...}) glBindTexture(GL_TEXTURE_2D, 378), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=506 / 378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (0.750000, 0.850000, 1.000000, 1.000000) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66e90cd0) glBindTexture(GL_TEXTURE_2D, 379), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=378 / 379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 380), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=379 / 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 381), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=380 / 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 382), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=381 / 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 383), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=382 / 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glBindTexture(GL_TEXTURE_2D, 376), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=383 / 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 1.000000) glBindTexture(GL_TEXTURE_2D, 377), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=376 / 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) 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, 0x66fcf570) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66e90cd0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glGenTextures(1, 0x676779d4) -> textures[0] = 507 glBindTexture(GL_TEXTURE_2D, 507), 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=0x66bc1110, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=507 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=377 / 507 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=507 / 507 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=507 / 507 glBindTexture(GL_TEXTURE_2D, 507), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=507 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66eef0c0) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66eef0f8) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66eef0f8) glDeleteTextures(1, 0x676779d4 {507...}) glGenTextures(1, 0x676779d4) -> textures[0] = 508 glBindTexture(GL_TEXTURE_2D, 508), 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=0x66bbbf80, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=508 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=507 / 508 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=508 / 508 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=508 / 508 glBindTexture(GL_TEXTURE_2D, 508), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=508 fpe_glVertexPointer(3, GL_FLOAT, 0, 0x66e2cbb8) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x66fcf590) on tmu=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 convert vertexpointer from size=3 stride=0 type=GL_FLOAT => 4/0/GL_FLOAT glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x66fcf590) glDeleteTextures(1, 0x676779d4 {508...}) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=508 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66e2afb0) glVertexAttrib4fv(1, 0x674819ac) => (1.000000, 1.000000, 1.000000, 0.800000) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x67020d68) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66e2afb0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x67020d68) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=256 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 11 of 63 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=256 ...Quit game Unloaded all music from memory Unloaded all sounds from memory SDL_mixer closed glDeleteTextures(1, 0x66e2703c {376...}) glDeleteTextures(1, 0x66e27088 {377...}) glDeleteTextures(1, 0x66e270d4 {378...}) glDeleteTextures(1, 0x66e27120 {379...}) glDeleteTextures(1, 0x66e2716c {380...}) glDeleteTextures(1, 0x66e271b8 {381...}) glDeleteTextures(1, 0x66e27204 {382...}) glDeleteTextures(1, 0x66e27250 {383...}) glDeleteTextures(1, 0x66e2729c {384...}) glDeleteTextures(1, 0x66e272e8 {385...}) glDeleteTextures(1, 0x66e27334 {386...}) glDeleteTextures(1, 0x66e27380 {387...}) glDeleteTextures(1, 0x66e273cc {388...}) glDeleteTextures(1, 0x66e27418 {389...}) glDeleteTextures(1, 0x66e27464 {390...}) glDeleteTextures(1, 0x66e274b0 {391...}) glDeleteTextures(1, 0x66e274fc {392...}) glDeleteTextures(1, 0x66e27548 {393...}) glDeleteTextures(1, 0x66e27594 {394...}) glDeleteTextures(1, 0x66e275e0 {395...}) glDeleteTextures(1, 0x66e2762c {396...}) glDeleteTextures(1, 0x66e27678 {397...}) glDeleteTextures(1, 0x66e276c4 {398...}) glDeleteTextures(1, 0x66e27710 {399...}) glDeleteTextures(1, 0x66e2775c {400...}) glDeleteTextures(1, 0x66e277a8 {401...}) glDeleteTextures(1, 0x66e277f4 {402...}) glDeleteTextures(1, 0x66e27840 {403...}) glDeleteTextures(1, 0x66e2788c {404...}) glDeleteTextures(1, 0x66e278d8 {405...}) glDeleteTextures(1, 0x66e27924 {406...}) Unloaded all button/GUI images from memory glDeleteTextures(1, 0x6747ed80 {319...}) glDeleteTextures(1, 0x6747edac {320...}) glDeleteTextures(1, 0x6747edd8 {321...}) glDeleteTextures(1, 0x6747ee04 {322...}) glDeleteTextures(1, 0x6747ee30 {323...}) glDeleteTextures(1, 0x6747ee5c {324...}) glDeleteTextures(1, 0x6747ee88 {325...}) glDeleteTextures(1, 0x6747eeb4 {326...}) glDeleteTextures(1, 0x6747eee0 {327...}) glDeleteTextures(1, 0x6747ef0c {328...}) glDeleteTextures(1, 0x6747ef38 {329...}) glDeleteTextures(1, 0x6747ef64 {330...}) glDeleteTextures(1, 0x6747ef90 {331...}) glDeleteTextures(1, 0x6747efbc {332...}) glDeleteTextures(1, 0x6747efe8 {333...}) glDeleteTextures(1, 0x6747f014 {334...}) glDeleteTextures(1, 0x6747f040 {335...}) glDeleteTextures(1, 0x6747f06c {336...}) glDeleteTextures(1, 0x6747f098 {337...}) glDeleteTextures(1, 0x6747f0c4 {338...}) glDeleteTextures(1, 0x6747f0f0 {339...}) glDeleteTextures(1, 0x6747f11c {340...}) glDeleteTextures(1, 0x6747f148 {341...}) glDeleteTextures(1, 0x6747f174 {342...}) glDeleteTextures(1, 0x6747f1a0 {343...}) glDeleteTextures(1, 0x6747f1cc {344...}) glDeleteTextures(1, 0x6747f1f8 {345...}) glDeleteTextures(1, 0x6747f224 {346...}) glDeleteTextures(1, 0x6747f250 {347...}) glDeleteTextures(1, 0x6747f27c {348...}) glDeleteTextures(1, 0x6747f2a8 {349...}) glDeleteTextures(1, 0x6747f2d4 {350...}) glDeleteTextures(1, 0x6747f300 {351...}) glDeleteTextures(1, 0x6747f32c {352...}) glDeleteTextures(1, 0x6747f358 {353...}) glDeleteTextures(1, 0x6747f384 {354...}) glDeleteTextures(1, 0x6747f3b0 {355...}) glDeleteTextures(1, 0x6747f3dc {356...}) glDeleteTextures(1, 0x6747f408 {357...}) glDeleteTextures(1, 0x6747f434 {358...}) glDeleteTextures(1, 0x6747f460 {359...}) glDeleteTextures(1, 0x6747f48c {360...}) glDeleteTextures(1, 0x6747f4b8 {361...}) glDeleteTextures(1, 0x6747f4e4 {362...}) glDeleteTextures(1, 0x6747f510 {363...}) glDeleteTextures(1, 0x6747f53c {364...}) glDeleteTextures(1, 0x6747f568 {365...}) glDeleteTextures(1, 0x6747f594 {366...}) glDeleteTextures(1, 0x6747f5c0 {367...}) glDeleteTextures(1, 0x6747f5ec {368...}) glDeleteTextures(1, 0x6747f618 {369...}) glDeleteTextures(1, 0x6747f644 {370...}) glDeleteTextures(1, 0x6747f670 {371...}) glDeleteTextures(1, 0x6747f69c {372...}) glDeleteTextures(1, 0x6747f6c8 {373...}) glDeleteTextures(1, 0x6747f6f4 {374...}) glDeleteTextures(1, 0x6747f720 {375...}) Unloaded all texts from memory Unloaded all TTF fonts from memory SDL_ttf closed glDeleteTextures(1, 0x6747702c {256...}) glDeleteTextures(1, 0x6747706c {257...}) glDeleteTextures(1, 0x674772ac {258...}) glDeleteTextures(1, 0x6747752c {259...}) glDeleteTextures(1, 0x6747756c {260...}) glDeleteTextures(1, 0x674775ac {261...}) glDeleteTextures(1, 0x6747766c {262...}) glDeleteTextures(1, 0x67477dec {263...}) glDeleteTextures(1, 0x67477f2c {264...}) glDeleteTextures(1, 0x6747806c {265...}) glDeleteTextures(1, 0x674781ac {266...}) glDeleteTextures(1, 0x674782ec {267...}) glDeleteTextures(1, 0x6747842c {268...}) glDeleteTextures(1, 0x6747856c {269...}) glDeleteTextures(1, 0x674786ac {270...}) glDeleteTextures(1, 0x674787ec {271...}) glDeleteTextures(1, 0x6747892c {272...}) glDeleteTextures(1, 0x67478a6c {273...}) glDeleteTextures(1, 0x67478bac {274...}) glDeleteTextures(1, 0x67478cec {275...}) glDeleteTextures(1, 0x67478e2c {276...}) glDeleteTextures(1, 0x67478f6c {277...}) glDeleteTextures(1, 0x674790ac {278...}) glDeleteTextures(1, 0x674791ec {279...}) glDeleteTextures(1, 0x6747a22c {280...}) glDeleteTextures(1, 0x6747a26c {281...}) glDeleteTextures(1, 0x6747a2ac {282...}) glDeleteTextures(1, 0x6747a2ec {283...}) glDeleteTextures(1, 0x6747a32c {284...}) glDeleteTextures(1, 0x6747a36c {285...}) glDeleteTextures(1, 0x6747a3ac {286...}) glDeleteTextures(1, 0x6747a3ec {287...}) glDeleteTextures(1, 0x6747a42c {288...}) glDeleteTextures(1, 0x6747a46c {289...}) glDeleteTextures(1, 0x6747a4ac {290...}) glDeleteTextures(1, 0x6747a4ec {291...}) glDeleteTextures(1, 0x6747a52c {292...}) glDeleteTextures(1, 0x6747a56c {293...}) glDeleteTextures(1, 0x6747a5ac {294...}) glDeleteTextures(1, 0x6747a5ec {295...}) glDeleteTextures(1, 0x6747a62c {296...}) glDeleteTextures(1, 0x6747a66c {297...}) glDeleteTextures(1, 0x6747a6ac {298...}) glDeleteTextures(1, 0x6747a6ec {299...}) glDeleteTextures(1, 0x6747a72c {300...}) glDeleteTextures(1, 0x6747a76c {301...}) glDeleteTextures(1, 0x6747a7ac {302...}) glDeleteTextures(1, 0x6747a7ec {303...}) glDeleteTextures(1, 0x6747a82c {304...}) glDeleteTextures(1, 0x6747a86c {305...}) glDeleteTextures(1, 0x6747a8ac {306...}) glDeleteTextures(1, 0x6747a8ec {307...}) glDeleteTextures(1, 0x6747a92c {308...}) glDeleteTextures(1, 0x6747a96c {309...}) glDeleteTextures(1, 0x6747a9ac {310...}) glDeleteTextures(1, 0x6747a9ec {311...}) glDeleteTextures(1, 0x6747aa2c {312...}) glDeleteTextures(1, 0x6747aa6c {313...}) glDeleteTextures(1, 0x6747aaac {314...}) glDeleteTextures(1, 0x6747aaec {315...}) glDeleteTextures(1, 0x6747ab2c {316...}) glDeleteTextures(1, 0x6747ab6c {317...}) glDeleteTextures(1, 0x6747abac {318...}) Unloaded all sprite images from memory SDL+OpenGL successfully closed LIBGL: OGLES2 Library and Interface closed