9/0.Work:quake3> ioquake3.ppc_gl4es LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 27 2018 15:21:42 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:Work:quake3 Sys_SetFloatEnv missing ioq3 1.36 amigaos4-powerpc Feb 28 2018 ----- FS_Startup ----- Current search path: Work:quake3/baseq3 Work:quake3/baseq3/pak8.pk3 (9 files) Work:quake3/baseq3/pak7.pk3 (4 files) Work:quake3/baseq3/pak6.pk3 (64 files) Work:quake3/baseq3/pak5.pk3 (7 files) Work:quake3/baseq3/pak4.pk3 (272 files) Work:quake3/baseq3/pak3.pk3 (4 files) Work:quake3/baseq3/pak2.pk3 (148 files) Work:quake3/baseq3/pak1.pk3 (26 files) Work:quake3/baseq3/pak0.pk3 (3539 files) ---------------------- 4073 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok Com_RandomBytes: using weak randomization ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- Sys_SetEnv missing SDL using driver "OS4" Initializing OpenGL display Cannot estimate display aspect, assuming 1.333 ...setting mode 6: 1024 768 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: Extension GL_OES_element_index_uint detected LIBGL: high precision float in fragment shader available and used LIBGL: Extension GL_EXT_frag_depth detected 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 Using 8/8/8 Color bits, 24 depth, 0 stencil display. Available modes: '640x480 800x600 1024x768 1600x1200 1440x900 1920x1200 1280x720' GL_RENDERER: GL4ES wrapper Initializing OpenGL extensions ...ignoring GL_EXT_texture_compression_s3tc ...GL_S3_s3tc not found ...using GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...GL_EXT_texture_filter_anisotropic not found Initializing Shaders GL_VENDOR: ptitSeb GL_RENDERER: GL4ES wrapper GL_VERSION: 2.0 gl4es wrapper GL_EXTENSIONS: GL_EXT_abgr GL_EXT_packed_pixels GL_EXT_compiled_vertex_array GL_ARB_vertex_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer GL_EXT_vertex_array GL_EXT_secondary_color GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_add GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_EXT_texture_env_crossbar GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_SGIS_generate_mipmap GL_EXT_packed_depth_stencil GL_EXT_draw_range_elements GL_EXT_bgra GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_OES_texture_compression_S3TC GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_dxt3 GL_EXT_texture_compression_dxt5 GL_ARB_point_parameters GL_EXT_point_parameters GL_EXT_stencil_wrap GL_SGIS_texture_edge_clamp GL_EXT_texture_edge_clamp GL_EXT_direct_state_access GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_ARB_multisample GL_EXT_texture_object GL_EXT_polygon_offset GL_GL4ES_hint GL_ARB_texture_rectangle GL_APPLE_texture_2D_limited_npot GL_ARB_framebuffer_object GL_EXT_framebuffer_object GL_EXT_packed_depth_stencil GL_ARB_draw_buffers GL_ARB_point_sprite GL_EXT_fog_coord GL_ARB_ES2_compatibility GL_ARB_fragment_shader GL_ARB_vertex_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_MAX_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_UNITS_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: software w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 1 texture bits: 32 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled ----- finished R_Init ----- ------ Initializing Sound ------ SDL_Init( SDL_INIT_AUDIO )... OK SDL audio driver is "amigaos4". SDL_AudioSpec: Format: AUDIO_S16MSB Freq: 22050 Samples: 512 Channels: 2 Starting SDL audio callback... SDL audio initialized. ----- Sound Info ----- 1 stereo 16384 samples 16 samplebits 1 submission_chunk 22050 speed 0x63d54030 dma buffer No background file. ---------------------- Sound initialization successful. -------------------------------- Sound memory manager started Loading vm file vm/ui.qvm... File "vm/ui.qvm" found in "Work:quake3/baseq3/pak8.pk3" VM file ui compiled to 467492 bytes of code (0x7edad000 - 0x7ee1f224) compilation took 0.082521 seconds ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed Altivec support is disabled --- Common Initialization Complete --- Hostname: localhost IP: 127.0.0.1 Opening IP socket: 0.0.0.0:27960 Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 // Vertex Attrib size: vertex=4 color=4 secondary=4 textures=33333333 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec4 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 // Vertex Attrib size: vertex=4 color=4 secondary=4 textures=33333333 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000001 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=1 fColor.rgb *= texColor0.rgb; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000001 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=1 fColor.rgb *= texColor0.rgb; gl_FragColor = fColor; } Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 // Vertex Attrib size: vertex=3 color=4 secondary=4 textures=33333331 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex, 1.0); Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec3 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec2 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 // Vertex Attrib size: vertex=3 color=4 secondary=4 textures=33333331 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * vec4(_gl4es_Vertex, 1.0); Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000001 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=1 fColor.rgb *= texColor0.rgb; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000001 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=1 fColor.rgb *= texColor0.rgb; gl_FragColor = fColor; } Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 // Vertex Attrib size: vertex=3 color=4 secondary=4 textures=33333331 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex, 1.0); Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec3 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec2 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 // Vertex Attrib size: vertex=3 color=4 secondary=4 textures=33333331 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * vec4(_gl4es_Vertex, 1.0); Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000000 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=0 fColor *= texColor0; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000000 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=0 fColor *= texColor0; gl_FragColor = fColor; }