LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 17 2018 14:27:30 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:RAM Disk: glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing } Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; } creating FPE shader : 256(0x66c61f38) Use FPE program 256 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66c0ce30) VertexAttribArray[1]:Enable glVertexAttribPointer(1, 4, GL_FLOAT, 0, 0, 0x66c0ca28) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) glBitmap, xy={0.000000, 0.000000}, xyorig={0.000000, 0.000000}, size={8, 4}, zoom={1.000000, 1.000000}, viewport={0, 0, 0, 0} draw_renderlist 0x66c0c878, gl_batch=0, size=4, mode=GL_TRIANGLE_FAN(GL_QUADS), ilen=0, next=0x0, color=0x66c0ca28, secondarycolor=0x0 fogcoord=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66c0ce30) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glEnableClientState(GL_COLOR_ARRAY) fpe_glColorPointer(4, GL_FLOAT, 0, 0x66c0ca28) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x66c61f38[256], 63, 1, 0, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x66c61f38[256], -1, 1, 1, 0x66c2c5ac) p=>(1.000000, 0.000000, 0.000000, 0.000000, 0.000000...) LIBGL: OGLES2 Library and Interface closed