6/0.Work:irrlicht/bin/amigaos4> 01.HelloWorld LIBGL: Initialising gl4es LIBGL: v1.1.1 built on Aug 24 2019 22:52:34 LIBGL: Ignore BGRA texture capability LIBGL: Using GLES 2.0 backend LIBGL: Using Warp3DNova.library v1 revision 65 LIBGL: Using OGLES2.library v2 revision 10 LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Targeting OpenGL 2.0 LIBGL: Forcing NPOT support by disabling MIPMAP support for NPOT textures LIBGL: Not trying to batch small subsequent glDrawXXXX LIBGL: Current folder is:/Work/irrlicht/bin/amigaos4 LIBGL: Loaded a PSA with 24 Precompiled Programs Irrlicht Engine version 1.8.4 SDL Version 1.2.15 LIBGL: Hardware test on current Context... LIBGL: Hardware Limited NPOT detected and used LIBGL: Extension GL_EXT_blend_minmax 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: Texture Mirrored Repeat is in core, and so used LIBGL: Extension GL_OES_mapbuffer detected LIBGL: Extension GL_OES_element_index_uint detected and used LIBGL: Extension GL_OES_packed_depth_stencil detected and used LIBGL: Extension GL_OES_texture_float detected and used 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: Extension GL_OES_get_program detected and used LIBGL: Number of supported Program Binary Format: 1 LIBGL: Max texture size: 16384 LIBGL: Max Varying Vector: 32 LIBGL: Texture Units: 8(8), Max lights: 8, Max planes: 6 LIBGL: Extension GL_EXT_texture_filter_anisotropic detected and used LIBGL: Max Anisotropic filtering: 16 LIBGL: Hardware vendor is A-EON Technology Ltd. Written by Daniel 'Daytonta675x' Müßener @ GoldenCode.eu LIBGL: GLSL 300 es supported and used Using renderer: OpenGL 2.0 GL4ES wrapper: ptitSeb OpenGL driver version is 1.2 or better. GLSL version: 1.1 glPixelStorei(GL_PACK_ALIGNMENT, 1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE0) glGenTextures(1, 0x63aeea1c) -> textures[0] = 256 glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729(GL_LINEAR)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(128,128) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA), type=GL_UNSIGNED_INT_8_8_8_8_REV, data=0x634d5008, level=0 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=256 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 256 pixel conversion: 128x128 - GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV (4) ==> GL_RGBA, GL_UNSIGNED_BYTE (4), transform=0, align=4, src_width=512(0), dst_width=512(0) Loaded mesh: ../../media/sydney.md2 glGenTextures(1, 0x634f4abc) -> textures[0] = 257 glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(512,256) and skip(0,0), format(internal)=GL_BGRA(GL_RGBA), type=GL_UNSIGNED_INT_8_8_8_8_REV, data=0x6283d008, level=0 (mipmap_need=1, mipmap_auto=0, base_level=-1, max_level=-1) => texture=257 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 pixel conversion: 512x256 - GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV (4) ==> GL_RGBA, GL_UNSIGNED_BYTE (4), transform=0, align=4, src_width=2048(0), dst_width=2048(0) Loaded texture: ../../media/sydney.bmp glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 257 glActiveTexture(GL_TEXTURE0) 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 glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=257 / 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) 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 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, 257), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729(GL_LINEAR)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9985(GL_LINEAR_MIPMAP_NEAREST)) glTexParameteri(GL_TEXTURE_2D, 0x84FE, 1(GL_LINES)) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=256 / 257 glActiveTexture(GL_TEXTURE0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 glClientActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=0 glsate->actual_tex2d[0]=257 glBindTexture(GL_TEXTURE_2D, 256), active=0, client=0, list.active=0x0 (compiling=0, pending=0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728(GL_NEAREST)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497(GL_REPEAT)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497(GL_REPEAT)) glActiveTexture(GL_TEXTURE0) realize_textures(), glstate->bound_changed=1, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=257 realize_textures(), glstate->bound_changed=0, glstate->enable.texture[0]=2 glsate->actual_tex2d[0]=256 glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE0) glActiveTexture(GL_TEXTURE3) glActiveTexture(GL_TEXTURE2) glActiveTexture(GL_TEXTURE1) glActiveTexture(GL_TEXTURE0) glDeleteTextures(1, 0x63aeea1c {256...}) glDeleteTextures(1, 0x634f4abc {257...}) LIBGL: OGLES2 Library and Interface closed LIBGL: Shuting down 6/0.Work:irrlicht/bin/amigaos4>