Workbench 53.15, Kickstart 53.89 Monday 03/26/2018 4:23 PM Memory Installed: 2,147,479,552 Free: 2,017,062,912 4/0.RAM Disk:> stack 40000 4/0.RAM Disk:> cd work:neverball/ 4/0.Work:neverball> neverputt_gl4es LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Mar 23 2018 13:52:33 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: Forcing NPOT support by disabling MIPMAP support for NPOT textures LIBGL: Current folder is:Work:neverball fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x691b3820) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x691b8428) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 3072, GL_UNSIGNED_SHORT, 0x691b0410), program=0 creating FPE shader : 256(0x6911bc30) Use FPE program 256 VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x691b3820) glVertexAttrib4fv(1, 0x6a0f9cb4) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x691b8428) Indices=0 1,2,2,1,3,2,3,4,4,3,5,4,5,6,6,5,7,6,7,8,8,7,9,8,9,10,10,9,11,10,11,12,12,11,13,12,13,14,14,13,15,14,15,16,16,15,17,16,17,18,18,17,19,18,19,20,20,19,21,20,21,22,22,21,23,22,23,24,24,23,25,24,25,26,26,25,27,26,27,28,28,27,29,28,29,30,30,29,31,30,31,32,32,31,33,32,33,34,34, There are 3072 indices, max value is 1055 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x691c9068) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x691ae008) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x691cb470) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 444), program=0 creating FPE shader : 257(0x69111fb8) Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x691c9068) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x691ae008) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x691cb470) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x691cd878) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x691cfc80) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x691d1788) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 78), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x691cd878) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x691cfc80) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x691d1788) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69ac0918) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69ac0610) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69ac0208) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 48), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69ac0918) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69ac0610) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69ac0208) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6915e008) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x691da7b0) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x691d3d88) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 864), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6915e008) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x691da7b0) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x691d3d88) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69162410) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x691d8598) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69164818) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 108), program=0 creating FPE shader : 258(0x69105670) Use FPE program 258 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69162410) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x691d8598) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69164818) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69166c20) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x691da4a8) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x691da0a0) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 24), program=0 Use FPE program 257 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69166c20) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x691da4a8) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x691da0a0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69167930) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69167628) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69167220) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69167930) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69167628) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69167220) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69173a18) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69173710) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69173308) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69173a18) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69173710) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69173308) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69174728) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69174420) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69174018) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 12), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69174728) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69174420) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69174018) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69176620) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69176318) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69175f10) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69176620) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69176318) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69175f10) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69168e20) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69168b18) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69168710) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6), program=0 creating FPE shader : 259(0x691088c8) Use FPE program 259 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69168e20) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69168b18) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69168710) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69169b30) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69169828) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69169420) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 36), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69169b30) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69169828) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69169420) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6916a840) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x6916a538) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6916a130) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 24), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6916a840) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x6916a538) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6916a130) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6916bb38) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x6916b830) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6916b428) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 60), program=0 creating FPE shader : 260(0x6910c2b8) Use FPE program 260 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6916bb38) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x6916b830) VertexAttribArray[2]:Disable fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69179b48) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x6916c720) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 1572), program=0 creating FPE shader : 261(0x68f12930) Use FPE program 261 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69179b48) VertexAttribArray[1]:Disable glVertexAttrib4fv(1, 0x6a0f9cb4) => (0.000000, 0.894427, -0.447214, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x6916c720) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69175520) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69175118) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 18), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69175520) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69175118) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x69177418) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69177010) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6), program=0 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x69177418) glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x69177010) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6929e008) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69366338) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69342010) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6144), program=0 creating FPE shader : 262(0x68f15da0) Use FPE program 262 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6929e008) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x69366338) VertexAttribArray[2]:Disable glVertexAttrib4fv(2, 0x6a0f9ce0) => (1.000000, 1.000000, 0.000000, 1.000000) VertexAttribArray[3]:Enable glVertexAttribPointer(3, 4, GL_FLOAT, 0, 0, 0x69342010) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6929e008) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x69366338) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x69342010) on tmu=0 fpe_glDrawArrays(GL_TRIANGLES, 0, 6144), program=0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6a324cf0) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x6a3249e8) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDisableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 32), program=0 creating FPE shader : 263(0x68f19c60) Use FPE program 263 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6a324cf0) glVertexAttribPointer(1, 3, GL_FLOAT, 0, 0, 0x6a3249e8) glVertexAttrib4fv(2, 0x6a0f9ce0) => (0.000000, 0.000000, 1.000000, 0.500000) VertexAttribArray[3]:Disable fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6a324cf0) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x6a3249e8) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 32), program=0 glVertexAttrib4fv(2, 0x6a0f9ce0) => (0.000000, 1.000000, 0.000000, 0.500000) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6a324cf0) fpe_glEnableClientState(GL_NORMAL_ARRAY) fpe_glNormalPointer(GL_FLOAT, 0, 0x6a3249e8) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 32), program=0 glVertexAttrib4fv(2, 0x6a0f9ce0) => (1.000000, 0.000000, 0.000000, 0.500000) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6a3258f0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x6a3254e8) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLES, 54, GL_UNSIGNED_SHORT, 0x69378e50), program=0 creating FPE shader : 264(0x68f1bd18) Use FPE program 264 glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6a3258f0) glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x6a3254e8) Indices=26935 36424,26935,36424,0,0,6,7,8,8,7,9,8,9,10,10,9,11,10,11,12,12,11,13,12,13,14,14,13,15,14,15,16,16,15,17,16,17,18,18,17,19,18,19,20,20,19,21,20,21,22,22,21,23, There are 54 indices, max value is 36424