7/0.Work:quake3> ioquake3.ppc_debug LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Mar 6 2018 21:16:43 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... init_matrix(0x6b0e2b78) 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 9: 1600 1200 init_matrix(0x6b0a4020) 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: CubeMap are in core, and so used LIBGL: BlendColor is in core, and so used LIBGL: Blend Substract is in core, and so used LIBGL: Blend Function and Equation Separation is 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 LIBGL: Max Anisotropic filtering: 16 Using 8/8/8 Color bits, 24 depth, 0 stencil display. Available modes: '640x480 800x600 1024x768 1600x1200 1440x900 1920x1200 1280x720' GL_RENDERER: GL4ES wrapper * IGNORING OPENGL EXTENSIONS * glBindTexture(GL_TEXTURE_2D, 1024), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1024), failed, creating texture 256 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x5aa24da8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1024 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 256 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x5aa24da8, level=1 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1024 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(4,4) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x5aa24da8, level=2 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1024 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(2,2) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x5aa24da8, level=3 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1024 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1,1) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x5aa24da8, level=4 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1024 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987(GL_LINEAR_MIPMAP_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1025), failed, creating texture 257 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1025 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1026), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1026), failed, creating texture 258 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1026 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 258 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1027), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1027), failed, creating texture 259 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1027 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=258 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1028), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1028), failed, creating texture 260 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1028 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 260 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1029), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1029), failed, creating texture 261 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1029 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=260 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 261 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1030), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1030), failed, creating texture 262 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1030 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=261 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 262 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1031), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1031), failed, creating texture 263 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1031 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=262 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 263 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1032), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1032), failed, creating texture 264 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1032 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=263 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 264 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1033), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1033), failed, creating texture 265 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1033 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=264 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 265 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1034), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1034), failed, creating texture 266 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1034 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=265 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 266 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1035), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1035), failed, creating texture 267 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1035 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=266 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 267 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1036), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1036), failed, creating texture 268 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1036 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=267 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 268 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1037), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1037), failed, creating texture 269 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1037 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=268 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 269 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1038), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1038), failed, creating texture 270 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1038 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=269 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 270 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1039), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1039), failed, creating texture 271 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1039 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=270 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 271 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1040), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1040), failed, creating texture 272 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1040 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=271 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 272 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1041), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1041), failed, creating texture 273 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1041 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=272 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 273 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1042), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1042), failed, creating texture 274 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1042 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=273 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 274 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1043), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1043), failed, creating texture 275 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1043 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=274 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 275 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1044), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1044), failed, creating texture 276 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1044 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=275 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 276 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1045), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1045), failed, creating texture 277 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1045 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=276 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 277 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1046), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1046), failed, creating texture 278 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1046 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=277 / 278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 278 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1047), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1047), failed, creating texture 279 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1047 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=278 / 279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 279 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1048), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1048), failed, creating texture 280 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1048 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=279 / 280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 280 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1049), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1049), failed, creating texture 281 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1049 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=280 / 281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 281 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1050), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1050), failed, creating texture 282 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1050 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=281 / 282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 282 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1051), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1051), failed, creating texture 283 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1051 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=282 / 283 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 283 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 283 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 283 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 283 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1052), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1052), failed, creating texture 284 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1052 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=283 / 284 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 284 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 284 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 284 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 284 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1053), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1053), failed, creating texture 285 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1053 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=284 / 285 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 285 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 285 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 285 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 285 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1054), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1054), failed, creating texture 286 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1054 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=285 / 286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 286 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1055), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1055), failed, creating texture 287 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1055 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=286 / 287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 287 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1056), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1056), failed, creating texture 288 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1056 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=287 / 288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 288 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1057), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1057), failed, creating texture 289 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1057 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=288 / 289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 289 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1058), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1058), failed, creating texture 290 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d24ee8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1058 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=289 / 290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 290 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1059), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1059), failed, creating texture 291 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x58d252e8, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1059 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=290 / 291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 291 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1060), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1060), failed, creating texture 292 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x62917820, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1060 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=291 / 292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 292 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameterfv(GL_TEXTURE_2D, 0x1004, 0x58d252e8 {1.000000...}) Initializing Shaders glBindTexture(GL_TEXTURE_2D, 1061), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1061), failed, creating texture 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=292 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=1 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=2 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=3 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(4,4) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=4 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(2,2) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=5 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1,1) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=6 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1061 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987(GL_LINEAR_MIPMAP_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1062), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1062), failed, creating texture 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,64) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=1 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=2 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=3 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(4,4) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=4 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(2,2) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=5 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1,1) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6288b380, level=6 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1062 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987(GL_LINEAR_MIPMAP_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) 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_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_subtract GL_EXT_texture_filter_anisotropic GL_ARB_framebuffer_object GL_EXT_framebuffer_object GL_EXT_packed_depth_stencil GL_ARB_draw_buffers GL_ARB_point_sprite GL_ARB_texture_cube_map 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: 0 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 9, 1600 x 1200 fullscreen hz:N/A GAMMA: software w/ 0 overbright bits rendering primitives: multiple glArrayElement texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 32 multitexture: disabled compiled vertex arrays: disabled texenv add: disabled compressed textures: disabled ----- finished R_Init ----- glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1063), failed, creating texture 295 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1063 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 295 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1064), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1064), failed, creating texture 296 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1064 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=295 / 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 296 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1065), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1065), failed, creating texture 297 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1065 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=296 / 297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 297 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) ------ 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 0x62920030 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 (0x7ed77000 - 0x7ede9224) compilation took 0.088178 seconds ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1066), failed, creating texture 298 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1066 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=297 / 298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 298 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1067), failed, creating texture 299 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1067 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=298 / 299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 299 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1068), failed, creating texture 300 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1068 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=299 / 300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 300 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1069), failed, creating texture 301 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1069 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=300 / 301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 301 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1070), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1070), failed, creating texture 302 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1070 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 302 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1071), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1071), failed, creating texture 303 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1071 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=302 / 303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 303 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1072), failed, creating texture 304 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,512) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1072 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=303 / 304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 304 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1073), failed, creating texture 305 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1073 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=304 / 305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 305 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1074), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1074), failed, creating texture 306 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1074 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=305 / 306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 306 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1075), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1075), failed, creating texture 307 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1075 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=306 / 307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 307 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1076), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1076), failed, creating texture 308 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1076 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=307 / 308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 308 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) Altivec support is disabled --- Common Initialization Complete --- Hostname: localhost IP: 127.0.0.1 Opening IP socket: 0.0.0.0:27960 glBindTexture(GL_TEXTURE_2D, 1024), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987(GL_LINEAR_MIPMAP_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=308 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 glBindTexture(GL_TEXTURE_2D, 1061), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987(GL_LINEAR_MIPMAP_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 293 glBindTexture(GL_TEXTURE_2D, 1062), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987(GL_LINEAR_MIPMAP_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=293 / 294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 294 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=294 glBindTexture(GL_TEXTURE_2D, 1027), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x64148328, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1027 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=294 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) 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, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(256, 1, 0x647116b0, 0x0) Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec4 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } glCompileShader(256) glGetShaderiv(256, 0x8B81, 0x58d24cf4) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(257, 1, 0x647116b0, 0x0) 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; } glCompileShader(257) glGetShaderiv(257, 0x8B81, 0x58d24cf4) glCreateProgram() glAttachShader(256, 256) glAttachShader(256, 257) glLinkProgram(256) link status = 1 uniform #0 : "_gl4es_ModelViewProjectionMatrix" (builtin) type=GL_FLOAT_MAT4 size=1 uniform #1 : "_gl4es_TexSampler_0" (builtin) type=GL_SAMPLER_2D size=1 attrib #0 : _gl4es_Vertex (builtin) type=GL_FLOAT_VEC4 size=1 attrib #1 : _gl4es_Color (builtin) type=GL_FLOAT_VEC4 size=1 attrib #2 : _gl4es_MultiTexCoord0 (builtin) type=GL_FLOAT_VEC4 size=1 glGetProgramiv(256, GL_LINK_STATUS, 0x58d24cf4) creating FPE shader : 256(0x5876d728) Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) Uniform updated, cache=0x5876dfe8(0/68), offset=0x40, size=4 GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 80, 0x599aa008) glVertexAttrib4fv(1, 0x6b0a5a90) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 80, 0x599aa028) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexSubImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256), pos(0,0) and skip={0,0}, format=GL_RGBA, type=GL_UNSIGNED_BYTE, level=0(base=-1, max=-1), mipmap={need=0, auto=0}, texture=1027 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexSubImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256), pos(0,0) and skip={0,0}, format=GL_RGBA, type=GL_UNSIGNED_BYTE, level=0(base=-1, max=-1), mipmap={need=0, auto=0}, texture=1027 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexSubImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256), pos(0,0) and skip={0,0}, format=GL_RGBA, type=GL_UNSIGNED_BYTE, level=0(base=-1, max=-1), mipmap={need=0, auto=0}, texture=1027 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexSubImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256), pos(0,0) and skip={0,0}, format=GL_RGBA, type=GL_UNSIGNED_BYTE, level=0(base=-1, max=-1), mipmap={need=0, auto=0}, texture=1027 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexSubImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256), pos(0,0) and skip={0,0}, format=GL_RGBA, type=GL_UNSIGNED_BYTE, level=0(base=-1, max=-1), mipmap={need=0, auto=0}, texture=1027 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 259 glTexSubImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256), pos(0,0) and skip={0,0}, format=GL_RGBA, type=GL_UNSIGNED_BYTE, level=0(base=-1, max=-1), mipmap={need=0, auto=0}, texture=1027 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d251fc) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1077), failed, creating texture 309 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1077 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=259 / 309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 309 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1078), failed, creating texture 310 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1078 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=309 / 310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 310 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1079), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1079), failed, creating texture 311 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1079 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=310 / 311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 311 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1080), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1080), failed, creating texture 312 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,64) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1080 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=311 / 312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 312 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1081), failed, creating texture 313 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,256) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1081 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=312 / 313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071(GL_CLAMP_TO_EDGE)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=313 / 313 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 80, 0x599aa018) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(258, 1, 0x647116b0, 0x0) Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec4 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } glCompileShader(258) glGetShaderiv(258, 0x8B81, 0x58d24b24) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(259, 1, 0x647116b0, 0x0) Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000000 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=0 fColor *= texColor0; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000000 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=0, format=0 fColor *= texColor0; gl_FragColor = fColor; } glCompileShader(259) glGetShaderiv(259, 0x8B81, 0x58d24b24) glCreateProgram() glAttachShader(257, 258) glAttachShader(257, 259) glLinkProgram(257) link status = 1 uniform #0 : "_gl4es_ModelViewProjectionMatrix" (builtin) type=GL_FLOAT_MAT4 size=1 uniform #1 : "_gl4es_TexSampler_0" (builtin) type=GL_SAMPLER_2D size=1 attrib #0 : _gl4es_Vertex (builtin) type=GL_FLOAT_VEC4 size=1 attrib #1 : _gl4es_Color (builtin) type=GL_FLOAT_VEC4 size=1 attrib #2 : _gl4es_MultiTexCoord0 (builtin) type=GL_FLOAT_VEC4 size=1 glGetProgramiv(257, GL_LINK_STATUS, 0x58d24b24) creating FPE shader : 257(0x5876f8c0) Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) Uniform updated, cache=0x629280c8(0/68), offset=0x40, size=4 GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=310 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=310 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_SHORT, 0x5876e360), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=310 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1082), failed, creating texture 314 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(256,128) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1082 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=301 / 314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 314 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1083), failed, creating texture 315 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(64,128) and skip(0,0), format(internal)=GL_RGBA(GL_RGBA8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1083 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=314 / 315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 315 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1084), failed, creating texture 316 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1084 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=315 / 316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 316 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) getTexture(GL_TEXTURE_2D, 1085), failed, creating texture 317 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x6296d490, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=1085 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=316 / 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=317 / 317 glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.087155, 0.000000, 0.996195, 0.000000, 0.996195, 0.000000, -0.087155...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x5876e360), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.150957, 0.000000, -1.000094, -0.996195, 1.725460...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.086805, 0.000000, 0.996225, 0.000000, 0.996225, 0.000000, -0.086805...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.150352, 0.000000, -1.000124, -0.996225, 1.725513...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.085969, 0.000000, 0.996298, 0.000000, 0.996298, 0.000000, -0.085969...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.148903, 0.000000, -1.000197, -0.996298, 1.725639...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.084680, 0.000000, 0.996408, 0.000000, 0.996408, 0.000000, -0.084680...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.146670, 0.000000, -1.000308, -0.996408, 1.725830...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.082931, 0.000000, 0.996555, 0.000000, 0.996555, 0.000000, -0.082931...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.143641, 0.000000, -1.000456, -0.996555, 1.726084...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.080659, 0.000000, 0.996742, 0.000000, 0.996742, 0.000000, -0.080659...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.139705, 0.000000, -1.000643, -0.996742, 1.726408...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.077976, 0.000000, 0.996955, 0.000000, 0.996955, 0.000000, -0.077976...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.135058, 0.000000, -1.000857, -0.996955, 1.726777...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.074877, 0.000000, 0.997193, 0.000000, 0.997193, 0.000000, -0.074877...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.129691, 0.000000, -1.001096, -0.997193, 1.727189...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.071287, 0.000000, 0.997456, 0.000000, 0.997456, 0.000000, -0.071287...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.123472, 0.000000, -1.001360, -0.997456, 1.727644...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.067397, 0.000000, 0.997726, 0.000000, 0.997726, 0.000000, -0.067397...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.116735, 0.000000, -1.001631, -0.997726, 1.728113...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.063079, 0.000000, 0.998009, 0.000000, 0.998009, 0.000000, -0.063079...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.109256, 0.000000, -1.001915, -0.998009, 1.728602...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.058357, 0.000000, 0.998296, 0.000000, 0.998296, 0.000000, -0.058357...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.101077, 0.000000, -1.002203, -0.998296, 1.729099...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.053423, 0.000000, 0.998572, 0.000000, 0.998572, 0.000000, -0.053423...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.092532, 0.000000, -1.002480, -0.998572, 1.729577...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 612, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1072), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glMatrixMode(GL_PROJECTION), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24f3c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24f3c) =>(7...) glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.048604, 0.000000, 0.998818, 0.000000, 0.998818, 0.000000, -0.048604...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24dec) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24dec) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x5888b368 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.084185, 0.000000, -1.002727, -0.998818, 1.730004...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d24f7c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d24f7c) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glDrawElements(GL_TRIANGLES, 612, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251bc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251bc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawElements(GL_TRIANGLES, 90, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawElements(GL_TRIANGLES, 90, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawElements(GL_TRIANGLES, 90, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glDrawElements(GL_TRIANGLES, 90, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2500c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 1494, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 390, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 696, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2500c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 1494, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 390, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 696, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2500c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 1494, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 390, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 696, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2500c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 1494, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 390, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 696, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1600.000000, 0.000000, 1200.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...), list=0x0 => (0.001250, 0.000000, 0.000000, 0.000000, 0.000000, -0.001667, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glBindTexture(GL_TEXTURE_2D, 1073), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5876d728[256], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876d728[256], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876d728[256], 1, 1, 1, 0x58d2500c) =>(0...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(1...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(2...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(3...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(4...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(5...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(6...) GoUniformiv(0x5876d728[256], -1, 1, 1, 0x58d2500c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glDrawElements(GL_TRIANGLES, 1494, GL_UNSIGNED_SHORT, 0x629283c0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 390, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2502c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2502c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glDrawElements(GL_TRIANGLES, 696, GL_UNSIGNED_SHORT, 0x629283c0), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d2505c) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d2505c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1069), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 80, 0x599aa008) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 80, 0x599aa018) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 80, 0x599aa028) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 fpe_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4), program=0 GoUniformMatrix4fv(0x5876f8c0[257], 0, 1, 0, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5876f8c0[257], -1, 1, 1, 0x6b0a4a58) p=>(0.001250, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5876f8c0[257], 1, 1, 1, 0x58d251fc) =>(0...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(1...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(2...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(3...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(4...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(5...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(6...) GoUniformiv(0x5876f8c0[257], -1, 1, 1, 0x58d251fc) =>(7...) ----- Client Shutdown (Client quit) ----- VM_Destroy_Compiled at 0x7ed77000 RE_Shutdown( 1 ) glDeleteTextures(1, 0x5aa24d70 {1024...}) glDeleteTextures(1, 0x5aa24df0 {1025...}) glDeleteTextures(1, 0x5aa24e70 {1026...}) glDeleteTextures(1, 0x5aa24ef0 {1027...}) glDeleteTextures(1, 0x5aa24f70 {1028...}) glDeleteTextures(1, 0x6291fff0 {1029...}) glDeleteTextures(1, 0x5aa24ff0 {1030...}) glDeleteTextures(1, 0x6291ff70 {1031...}) glDeleteTextures(1, 0x5aa25070 {1032...}) glDeleteTextures(1, 0x6291fef0 {1033...}) glDeleteTextures(1, 0x5aa250f0 {1034...}) glDeleteTextures(1, 0x6291fe70 {1035...}) glDeleteTextures(1, 0x5aa25170 {1036...}) glDeleteTextures(1, 0x6291fdf0 {1037...}) glDeleteTextures(1, 0x5aa251f0 {1038...}) glDeleteTextures(1, 0x6291fd70 {1039...}) glDeleteTextures(1, 0x5aa25270 {1040...}) glDeleteTextures(1, 0x6291fcf0 {1041...}) glDeleteTextures(1, 0x5aa252f0 {1042...}) glDeleteTextures(1, 0x6291fc70 {1043...}) glDeleteTextures(1, 0x5aa25370 {1044...}) glDeleteTextures(1, 0x6291fbf0 {1045...}) glDeleteTextures(1, 0x5aa253f0 {1046...}) glDeleteTextures(1, 0x6291fb70 {1047...}) glDeleteTextures(1, 0x5aa25470 {1048...}) glDeleteTextures(1, 0x6291faf0 {1049...}) glDeleteTextures(1, 0x5aa254f0 {1050...}) glDeleteTextures(1, 0x6291fa70 {1051...}) glDeleteTextures(1, 0x5aa25570 {1052...}) glDeleteTextures(1, 0x6291f9f0 {1053...}) glDeleteTextures(1, 0x5aa255f0 {1054...}) glDeleteTextures(1, 0x6291f970 {1055...}) glDeleteTextures(1, 0x5aa25670 {1056...}) glDeleteTextures(1, 0x6291f8f0 {1057...}) glDeleteTextures(1, 0x5aa256f0 {1058...}) glDeleteTextures(1, 0x6291f870 {1059...}) glDeleteTextures(1, 0x5aa25770 {1060...}) glDeleteTextures(1, 0x5aa29890 {1061...}) glDeleteTextures(1, 0x5aa29c70 {1062...}) glDeleteTextures(1, 0x5aa2a1d0 {1063...}) glDeleteTextures(1, 0x5aa2a910 {1064...}) glDeleteTextures(1, 0x5aa2a990 {1065...}) glDeleteTextures(1, 0x6288f350 {1066...}) glDeleteTextures(1, 0x6288ef70 {1067...}) glDeleteTextures(1, 0x6288eb90 {1068...}) glDeleteTextures(1, 0x6288e7b0 {1069...}) glDeleteTextures(1, 0x6288e3d0 {1070...}) glDeleteTextures(1, 0x6288dff0 {1071...}) glDeleteTextures(1, 0x6288dc10 {1072...}) glDeleteTextures(1, 0x5ab79550 {1073...}) glDeleteTextures(1, 0x5ab79930 {1074...}) glDeleteTextures(1, 0x5ab79d10 {1075...}) glDeleteTextures(1, 0x5ab7a0f0 {1076...}) glDeleteTextures(1, 0x5ab7a4d0 {1077...}) glDeleteTextures(1, 0x5ab7a8b0 {1078...}) glDeleteTextures(1, 0x5ab7ac90 {1079...}) glDeleteTextures(1, 0x5ab7b070 {1080...}) glDeleteTextures(1, 0x5ab7b450 {1081...}) glDeleteTextures(1, 0x5ab7d8b0 {1082...}) glDeleteTextures(1, 0x5ab7d930 {1083...}) glDeleteTextures(1, 0x5ab7e0f0 {1084...}) glDeleteTextures(1, 0x5ab7e170 {1085...}) glBindTexture(GL_TEXTURE_2D, 0), active=0, client=0, list.active=0x0 (compiling=0, pending=0) Hunk_Clear: reset the hunk ok Closing SDL audio device... SDL audio device shut down. ----------------------- LIBGL: OGLES2 Library and Interface closed 7/0.Work:quake3>