LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 21 2018 01:43:32 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... init_matrix(0x672c2b88) LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:NO NAME:3 glTranslatef(0.000000, 0.000000, -3.600000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(32,32) and skip(0,0), format(internal)=GL_RGB(3), type=GL_UNSIGNED_BYTE, data=0x67a526ed, level=0 (mipmap_need=0, mipmap_auto=0, base_level=0, max_level=0) => texture=0 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 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 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(16,16) and skip(0,0), format(internal)=GL_RGB(3), type=GL_UNSIGNED_BYTE, data=0x67a523ed, level=1 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=0 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(8,8) and skip(0,0), format(internal)=GL_RGB(3), type=GL_UNSIGNED_BYTE, data=0x67a532ed, level=2 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=0 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(4,4) and skip(0,0), format(internal)=GL_RGB(3), type=GL_UNSIGNED_BYTE, data=0x67a523bd, level=3 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=0 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 LIBGL: glGetError(): GL_INVALID_VALUE glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(2,2) and skip(0,0), format(internal)=GL_RGB(3), type=GL_UNSIGNED_BYTE, data=0x67a533ad, level=4 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=0 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 LIBGL: glGetError(): GL_INVALID_VALUE glTexImage2D on target=GL_TEXTURE_2D with unpack_row_length(0), size(1,1) and skip(0,0), format(internal)=GL_RGB(3), type=GL_UNSIGNED_BYTE, data=0x67a513fc, level=5 (mipmap_need=0, mipmap_auto=0, base_level=-1, max_level=-1) => texture=0 (streamed=0), glstate->list.compiling=0 realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 LIBGL: glGetError(): GL_INVALID_VALUE glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987) realize_bound(0, GL_TEXTURE_2D), glsate->actual_tex2d[0]=0 / 0 glMatrixMode(GL_PROJECTION), list=0x0 glLoadIdentity(), list=0x0 glFrustumf(-1.000000, 1.000000, 1.000000, -1.000000, 2.000000, 100.000000) list=0x0 glMultMatrix(2.000000, 0.000000, 0.000000, 0.000000, 0.000000, 2.000000, 0.000000...), list=0x0 => (2.000000, 0.000000, 0.000000, 0.000000, 0.000000, 2.000000, 0.000000...) glMatrixMode(GL_MODELVIEW), list=0x0 glLoadIdentity(), list=0x0 glPushMatrix(), list=0x0 glTranslatef(0.000000, 0.000000, -6.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x669948f0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66994ea8) 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, 0x66994aa0) on tmu=0 realize_textures(), glstate->bound_changed=1, glsate->actual_tex2d[0]=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(256, 1, 0x67a5210c, 0x0) Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = gl_MultiTexCoord0.xy; } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; attribute highp vec4 _gl4es_MultiTexCoord0; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000001, point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing // texture 0 active: 1 _gl4es_TexCoord_0 = _gl4es_MultiTexCoord0.xy; } glCompileShader(256) glGetShaderiv(256, 0x8B81, 0x668d25b4) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(257, 1, 0x67a5210c, 0x0) Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000001 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=4, format=1 fColor.rgb = texColor0.rgb; fColor = clamp(fColor, 0., 1.); gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000001, texformat=00000001 point=0 varying vec4 Color; varying vec2 _gl4es_TexCoord_0; uniform sampler2D _gl4es_TexSampler_0; void main() { vec4 fColor = Color; vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0); // Texture 0 active: 1, texenv=4, format=1 fColor.rgb = texColor0.rgb; fColor = clamp(fColor, 0., 1.); gl_FragColor = fColor; } glCompileShader(257) glGetShaderiv(257, 0x8B81, 0x668d25b4) 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, 0x668d25b4) creating FPE shader : 256(0x6affd418) Use FPE program 256 GoUniformMatrix4fv(0x6affd418[256], 0, 1, 0, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x6affd418[256], -1, 1, 1, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x6affd418[256], 1, 1, 1, 0x668d2abc) =>(0...) Uniform updated, cache=0x6affdc78(0/68), offset=0x40, size=4 GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(1...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(2...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(3...) VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x66994ea8) glVertexAttrib4fv(1, 0x672c467c) => (1.000000, 1.000000, 1.000000, 1.000000) VertexAttribArray[2]:Enable glVertexAttribPointer(2, 4, GL_FLOAT, 0, 0, 0x66994aa0) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 glPushMatrix(), list=0x0 glTranslatef(0.000000, 0.000000, -6.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x669948f0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66994ea8) 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, 0x66994aa0) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x6affd418[256], 0, 1, 0, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x6affd418[256], -1, 1, 1, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x6affd418[256], 1, 1, 1, 0x668d2abc) =>(0...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(1...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(2...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(3...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 glPushMatrix(), list=0x0 glTranslatef(0.000000, 0.000000, -6.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x669948f0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66994ea8) 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, 0x66994aa0) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x6affd418[256], 0, 1, 0, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x6affd418[256], -1, 1, 1, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x6affd418[256], 1, 1, 1, 0x668d2abc) =>(0...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(1...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(2...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(3...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 glPushMatrix(), list=0x0 glTranslatef(0.000000, 0.000000, -6.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x669948f0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66994ea8) 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, 0x66994aa0) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x6affd418[256], 0, 1, 0, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x6affd418[256], -1, 1, 1, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x6affd418[256], 1, 1, 1, 0x668d2abc) =>(0...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(1...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(2...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(3...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 glPushMatrix(), list=0x0 glTranslatef(0.000000, 0.000000, -6.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x669948f0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66994ea8) 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, 0x66994aa0) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x6affd418[256], 0, 1, 0, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x6affd418[256], -1, 1, 1, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x6affd418[256], 1, 1, 1, 0x668d2abc) =>(0...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(1...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(2...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(3...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 glPushMatrix(), list=0x0 glTranslatef(0.000000, 0.000000, -6.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glPopMatrix(), list=0x669948f0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x66994ea8) 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, 0x66994aa0) on tmu=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 fpe_glDrawArrays(GL_TRIANGLE_FAN, 0, 4), program=0 GoUniformMatrix4fv(0x6affd418[256], 0, 1, 0, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformMatrix4fv(0x6affd418[256], -1, 1, 1, 0x672c35bc) p=>(2.000000, 0.000000, 0.000000, 0.000000, 0.000000...) GoUniformiv(0x6affd418[256], 1, 1, 1, 0x668d2abc) =>(0...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(1...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(2...) GoUniformiv(0x6affd418[256], -1, 1, 1, 0x668d2abc) =>(3...) realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 realize_textures(), glstate->bound_changed=0, glsate->actual_tex2d[0]=0 LIBGL: OGLES2 Library and Interface closed