9/0.Work:quake3> ioquake3.ppc_gl4es LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 28 2018 14:18:13 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... init_matrix(0x6761bb78) LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:Work:quake3 Sys_SetFloatEnv missing ioq3 1.36 amigaos4-powerpc Feb 28 2018 ----- FS_Startup ----- Current search path: Work:quake3/baseq3 Work:quake3/baseq3/pak8.pk3 (9 files) Work:quake3/baseq3/pak7.pk3 (4 files) Work:quake3/baseq3/pak6.pk3 (64 files) Work:quake3/baseq3/pak5.pk3 (7 files) Work:quake3/baseq3/pak4.pk3 (272 files) Work:quake3/baseq3/pak3.pk3 (4 files) Work:quake3/baseq3/pak2.pk3 (148 files) Work:quake3/baseq3/pak1.pk3 (26 files) Work:quake3/baseq3/pak0.pk3 (3539 files) ---------------------- 4073 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok Com_RandomBytes: using weak randomization ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- Sys_SetEnv missing SDL using driver "OS4" Initializing OpenGL display Cannot estimate display aspect, assuming 1.333 ...setting mode 6: 1024 768 init_matrix(0x56a5d020) 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 Using 8/8/8 Color bits, 24 depth, 0 stencil display. Available modes: '640x480 800x600 1024x768 1600x1200 1440x900 1920x1200 1280x720' GL_RENDERER: GL4ES wrapper Initializing OpenGL extensions ...ignoring GL_EXT_texture_compression_s3tc ...GL_S3_s3tc not found ...using GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...GL_EXT_texture_filter_anisotropic not found glActiveTexture(GL_TEXTURE1) glClientActiveTexture(GL_TEXTURE1) fpe_glClientActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) fpe_glClientActiveTexture(GL_TEXTURE0) 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=0x5bf25da8, 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=0x5bf25da8, 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=0x5bf25da8, 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=0x5bf25da8, 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=0x5bf25da8, 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) getTexture(GL_TEXTURE_2D, 0), failed, creating texture 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=0x69142ee8, 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=0x69142ee8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20f20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20f20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20f20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20f20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26128, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20ea0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf261a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20e20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26228, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20da0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf262a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20d20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26328, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20ca0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf263a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20c20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26428, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20ba0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf264a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20b20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26528, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20aa0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf265a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20a20, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26628, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e209a0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf266a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20920, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf26728, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e208a0, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x5bf267a8, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63e20820, 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=0x691432e8, 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=0x63e18920, 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, 0x691432e8 {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(32,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(4,4) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(2,2) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(1,1) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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 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(32,32) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(16,16) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(8,8) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(4,4) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(2,2) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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(1,1) and skip(0,0), format(internal)=GL_RGBA(GL_RGB8), type=GL_UNSIGNED_BYTE, data=0x63d8f480, 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 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_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: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: software w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 1 texture bits: 32 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled ----- finished R_Init ----- 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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 0x63e21030 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 (0x7f7b3000 - 0x7f825224) compilation took 0.080101 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=2, 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=0x65649320, 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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glEnableClientState(GL_TEXTURE_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) 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, 0x65c126a8, 0x0) Preproc on: ========= // 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; } ================= New code is: ------------ // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=0 // texture=1, 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; } ------------------ 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=0 // texture=1, 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, 0x69142ce4) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(257, 1, 0x65c126a8, 0x0) Preproc on: ========= // 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; } ================= New code is: ------------ // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=0, texture=1, texformat=1 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; } ------------------ New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=0, texture=1, texformat=1 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, 0x69142ce4) 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, 0x69142ce4) creating FPE shader : 256(0x5b62d060) Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) Uniform updated, cache=0x5b62d920(0/68), offset=0x40, size=4 GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(7...) VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x676ce7e0) glVertexAttrib4fv(1, 0x56a5eb14) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x676ce3d8) 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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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, 0, 0x676ce7e0) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glTexCoordPointer(4, GL_FLOAT, 0, 0x676ce3d8) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=259 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691431ec) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691431ec) =>(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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glVertexAttribPointer(0, 3, GL_FLOAT, 0, 16, 0x670b7590) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, 1, 0, 0x670c5050) glVertexAttribPointer(2, 2, GL_FLOAT, 0, 0, 0x670c5ff0) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(258, 1, 0x65c126a8, 0x0) Preproc on: ========= // 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; } ================= New code is: ------------ // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=0 // texture=1, 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; } ------------------ 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=0 // texture=1, 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, 0x69142b94) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(259, 1, 0x65c126a8, 0x0) Preproc on: ========= // 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; } ================= New code is: ------------ // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=0, texture=1, texformat=0 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; } ------------------ New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=0, texture=1, texformat=0 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, 0x69142b94) 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, 0x69142b94) creating FPE shader : 257(0x5b62e2b0) Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) Uniform updated, cache=0x5b62eb70(0/68), offset=0x40, size=4 GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=295 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1068), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=305 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 30, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1081), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=300 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1025), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=313 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=257 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 120, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1077), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1078), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=309 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=301 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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=0x63e6e490, 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, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.051107, 0.000000, 0.998693, 0.000000, 0.998693, 0.000000, -0.051107...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.088520, 0.000000, -1.002602, -0.998693, 1.729787...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.043044, 0.000000, 0.999073, 0.000000, 0.999073, 0.000000, -0.043044...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.074554, 0.000000, -1.002983, -0.999073, 1.730446...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.036291, 0.000000, 0.999341, 0.000000, 0.999341, 0.000000, -0.036291...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.062858, 0.000000, -1.003253, -0.999341, 1.730910...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.029180, 0.000000, 0.999574, 0.000000, 0.999574, 0.000000, -0.029180...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.050541, 0.000000, -1.003486, -0.999574, 1.731313...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.021841, 0.000000, 0.999761, 0.000000, 0.999761, 0.000000, -0.021841...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.037830, 0.000000, -1.003674, -0.999761, 1.731638...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.014436, 0.000000, 0.999896, 0.000000, 0.999896, 0.000000, -0.014436...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.025004, 0.000000, -1.003809, -0.999896, 1.731870...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(0.006747, 0.000000, 0.999977, 0.000000, 0.999977, 0.000000, -0.006747...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.011686, 0.000000, -1.003891, -0.999977, 1.732011...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.000838, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000838...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.001452, 0.000000, -1.003914, -1.000000, 1.732050...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.008417, 0.000000, 0.999965, 0.000000, 0.999965, 0.000000, 0.008417...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.014579, 0.000000, -1.003878, -0.999965, 1.731990...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.036514, 0.000000, 0.999333, 0.000000, 0.999333, 0.000000, 0.036514...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.063244, 0.000000, -1.003244, -0.999333, 1.730896...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.043287, 0.000000, 0.999063, 0.000000, 0.999063, 0.000000, 0.043287...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.074976, 0.000000, -1.002973, -0.999063, 1.730427...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.049843, 0.000000, 0.998757, 0.000000, 0.998757, 0.000000, 0.049843...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.086331, 0.000000, -1.002666, -0.998757, 1.729898...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.055869, 0.000000, 0.998438, 0.000000, 0.998438, 0.000000, 0.055869...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.096768, 0.000000, -1.002346, -0.998438, 1.729346...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.061458, 0.000000, 0.998110, 0.000000, 0.998110, 0.000000, 0.061458...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.106449, 0.000000, -1.002016, -0.998110, 1.728777...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.066707, 0.000000, 0.997773, 0.000000, 0.997773, 0.000000, 0.066707...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.115540, 0.000000, -1.001678, -0.997773, 1.728193...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.071427, 0.000000, 0.997446, 0.000000, 0.997446, 0.000000, 0.071427...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.123716, 0.000000, -1.001350, -0.997446, 1.727627...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=301 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 256 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x691430dc) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x691430dc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadMatrix(1.732051, 0.000000, 0.000000, 0.000000, 0.000000, 5.763142, 0.000000...), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glLoadMatrix(-0.075547, 0.000000, 0.997142, 0.000000, 0.997142, 0.000000, 0.075547...), list=0x0 glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=304 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1085), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1084), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=317 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 201, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62d060[256], 0, 1, 0, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformMatrix4fv(0x5b62d060[256], -1, 1, 1, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformiv(0x5b62d060[256], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62d060[256], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1082), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=316 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 Use FPE program 257 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1083), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=314 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 576, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(-0.130851, 0.000000, -1.001045, -0.997142, 1.727101...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x69142e5c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x69142e5c) =>(7...) glLoadMatrix(0.000000, 0.000000, -1.000000, 0.000000, -1.000000, 0.000000, 0.000000...), list=0x0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=315 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 144, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1067), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 72, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1066), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=299 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 468, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(7...) glBindTexture(GL_TEXTURE_2D, 1063), active=0, client=0, list.active=0x0 (compiling=0, pending=0) realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=298 fpe_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 348, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x6914309c) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x6914309c) =>(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_glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0x670c5050) fpe_glVertexPointer(3, GL_FLOAT, 16, 0x670b7590) glClientActiveTexture(GL_TEXTURE0) fpe_glTexCoordPointer(2, GL_FLOAT, 0, 0x670c5ff0) on tmu=0 fpe_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0x670b17d0), program=0 GoUniformMatrix4fv(0x5b62e2b0[257], 0, 1, 0, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x5b62e2b0[257], -1, 1, 1, 0x56a5da54) p=>(0.001953, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x5b62e2b0[257], 1, 1, 1, 0x691430cc) =>(0...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(1...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(2...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(3...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(4...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(5...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(6...) GoUniformiv(0x5b62e2b0[257], -1, 1, 1, 0x691430cc) =>(7...) glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glOrthof(0.000000, 1024.000000, 0.000000, 768.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 0.000000...), list=0x0 => (0.001953, 0.000000, 0.000000, 0.000000, 0.000000, -0.002604, 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)