logfile opened on Tue Sep 08 19:57:32 2009 ----- Client Initialization ----- ----- Initializing Renderer ---- Loading "rendererGL.dll"...done Calling GetRefAPI... GetRefAPI() ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" SDL_Init( SDL_INIT_VIDEO )... SDL using driver "windib" Initializing OpenGL display Estimated display aspect: 1.600 ...setting mode -1: 1920 1200 Using 8/8/8 Color bits, 24 depth, 8 stencil display. ...initializing QGL Available modes: '1920x1200 320x200 640x400 1280x800 1440x900 1680x1050 1280x768 720x480 640x432 848x480 1360x768 1280x720 1920x1080 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1600x1200 1360x1024 720x576 1280x1024' GL_RENDERER: ATI Radeon HD 4800 Series Initializing OpenGL extensions ...using GL_ARB_multitexture ...using GL_ARB_depth_texture ...using GL_ARB_texture_cube_map ...using GL_ARB_vertex_program ...using GL_ARB_vertex_buffer_object ...using GL_ARB_occlusion_query ...using GL_ARB_shader_objects ...using GL_ARB_vertex_shader ...using GL_ARB_fragment_shader ...using GL_ARB_shading_language_100 ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_draw_buffers ...using GL_ARB_half_float_pixel ...using GL_ARB_texture_float ...ignoring GL_ARB_texture_compression ...using GL_ARB_vertex_array_object ...ignoring GL_EXT_texture_compression_s3tc ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_EXT_texture_filter_anisotropic ...GL_EXT_stencil_two_side not found ...GL_EXT_depth_bounds_test not found ...using GL_EXT_framebuffer_object ...using GL_EXT_packed_depth_stencil ...using GL_EXT_framebuffer_blit ...GL_EXTX_framebuffer_mixed_formats not found ...using GL_ATI_separate_stencil ...using GL_SGIS_generate_mipmap ------- Input Initialization ------- Joystick is not active. ------------------------------------ GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 0.73 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...generating 'jumppadtable' ^1...generating 'sinTable' ^1...generating 'spark_neontable1' ^1...generating 'firewallTable' ^1...generating 'cosTable' ^1...generating 'convexFade' ^1...generating 'concaveFade' ^1...generating 'jitter5' ^1...generating 'jitter5b' ^1...generating 'senetable' ^1...generating 'senetable2' ^1...generating 'senetable3' ^1...generating 'bfgguy_Vtable' ^1...generating 'senescrollightable2' ^1...generating 'flickertable' ^1...generating 'mattyzaptable' ^1...generating 'breathtable' ^1...generating 'testytable' ^1...generating 'embertable' ^1...generating 'xianjittertable' ^1...generating 'xianjittertable_hi' ^1...generating 'xianjittertable_low' ^1...generating 'xray02table' ^1...generating 'senescrollightable' ^1...generating 'senescrollightableA' ^1...generating 'sargetable1' ^1...generating 'sargetable2' ^1...generating 'sargetable3' ^1...generating 'firetable' ^1...generating 'firetable2' ^1...generating 'strobetable' ^1...generating 'blinktable' ^1...generating 'blinksnaptable' ^1...generating 'flashtable' ^1...generating 'neontable1' ^1...generating 'neontable2' ^1...generating 'blinktable2' ^1...generating 'blinktable3' ^1...generating 'blinktable4' ^1...generating 'blasttable' ^1...generating 'stormtable' ^1...generating 'flickerblink' ^1...generating 'acceleratorfade' ^1...generating 'acceleratorflashtable2' ^1...generating 'bathroomtable' ^1...generating 'bathroom2table' ^1...generating 'firelightrot' ^1...generating 'delta1randtable' ^1...generating 'speaker_1' ^1...generating 'blinktable5' ^1...generating 'guiLightTable' ^1...generating 'storm2table' ^1...generating 'storm3table' ^1...generating 'meattable' ^1...generating 'alarmstrobe' ^1...generating 'decomlight1' ^1...generating 'firetable_m' ^1...generating 'eyeblinktable' ^1...generating 'builduplight' ^1...generating 'builduppulse' ^1...generating 'builduppulse2' ^1...generating 'xFlickerLight' ^1...generating 'calRedTable' ^1...generating 'calGreenTable' ^1...generating 'calBlueTable' ^1...generating 'eyestable' ^1...generating 'maggottable' ^1...generating 'revtable' ^1...generating 'rev2table' ^1...generating 'fireballtable' ^1...generating 'death_fade' ^1...generating 'throbtable2' ^1...generating 'vagtable' ^1...generating 'archtable' ^1...generating 'pdfade' ^1...generating 'pdinout' ^1...generating 'pdoutin' ^1...generating 'pdinouthold' ^1...generating 'pdflick' ^1...generating 'pdflick2' ^1...generating 'pdmgflick' ^1...generating 'subtleflick' ^1...generating 'subtleflick2' ^1...generating 'pdscaleTable' ^1...generating 'pdscaleTable2' ^1...generating 'pdscaleTable3' ^1...generating 'pdscaleTable4' ^1...generating 'pdhexTable' ^1...generating 'pdcommTable' ^1...generating 'pdcomm2Table' ^1...generating 'pdquadTable' ^1...generating 'DoomExitTable' ^1...generating 'DoomExitTable2' ^1...generating 'pdhalffade' ^1...generating 'pdquarterfade' ^1...generating 'pdrasterfade' ^1...generating 'pdbarefade' ^1...generating 'pdfullfade' ^1...generating 'pdhr' ^1...generating 'pdStarTable' ^1...generating 'pdLogoTable' ^1...generating 'wavTable' ^1...generating 'hud1' ^1...generating 'hud2' ^1...generating 'hud3' ^1...generating 'snap1' ^1...generating 'snap2' ^1...generating 'ptfullfade' ^1...generating 'ptclouds' ^1...generating 'blood2' ^1...generating 'wrinklepulse' ^1...generating 'specular' ^1...generating 'candle' ^1...generating 'bb' ^1...generating 'firewall' ^1...generating 'lava' ^1...generating 'lightning' ^1...generating 'lightning2' ^1...generating 'reverse' ^1...generating 'teleporter' ^1...generating 'scaletable1' ^1...generating 'scaletable2' ^1...generating 'teleporterfluid' ^1...generating 'eggdrip' ^1...generating 'fadeintable' ^1...generating 'fadeouttable' ^1...generating 'ember1' ^1...generating 'plasmaflashtable' ^1...generating 'plasmaflash2table' ^1...generating 'stripAnim16table' ^1...generating 'dm_cylindertable' ^1...generating 'bfgblast1table' ^1...generating 'bfgblast2table' ^1...generating 'maincontroltable' ^1...generating 'hologram3atable' ^1...generating 'hologram3atable2' ^1...generating 'lavaflicker' ^1...generating 'hellhole_rim1' ^1...generating 'hellhole_rim1a' ^1...generating 'bfg_flare1_scale' ^1...generating 'bfg_flare1_rotate' ^1...generating 'bfg_bluescale' ^1...generating 'threestage' ^1...generating 'elevenstage' ^1...generating 'sixstage' ^1...generating 'slowstart_one_zero' ^1...generating 'faststart_zero_one' ^1...generating 'watersplashscaletable' ^1...generating 'watersplashrgbtable' ^1...generating 's_lightningtable' ^1...generating 's_lightningtable2' ^1...generating 'sosTable' ^1...generating 'scaleTable' ^1...generating 'fadeTable' ^1...generating 'oneThirdTable' ^1...generating 'acceleratorflashtable' ^1...generating 'acceleratortextable' ^1...generating 'builduplight2' ^1...generating 'fadedown' ^1...generating 'xOnlight' ^1...generating 'muzzleflashtable' ^1...generating 'muzzleflashrandom' ^1...generating 'mgscaleTable' ^1...generating 'mgTable' ^1...generating 'scTable' ^1...generating 'bliteTable' ^1...generating 'emptyTable' ^1...generating 'mguiTable' ^1...generating 'table12' ^1...generating 'q2inout' ^1...generating 'q2fade' ^1...generating 'q2firetable2' ^1...generating 'q2mgflick' ^1...generating 'q2scaleTable' ^1...generating 'q2scaleTable2' ^1...generating 'q2scaleTable4' ^1...generating 'q2quarterfade' ^1...generating 'q2halffade' ^1...generating 'q2rasterfade' ^1...generating 'q2StarTable' ^1...generating 'q2LogoTable' ^1...generating 'q2inouthold' ^1...generating 'q2fireballtable' ^1...generating 'q2flick' ^1...generating 'q2flick2' ^1...generating 'q2fullfade' ^1...generating 'q2subtleflick' ^1...generating 'q2table4' ^1...generating 'q2table8' ^1...generating 'q2table12' ^1...generating 'q2table32' ^1...generating 'q2electricaltable1' ^1...generating 'q2blinktable' ^1...generating 'q2sparkstable1' ^1...generating 'q2blueflicker01table' ^1...generating 'q2speedupfade' ^1...generating 'q2flickerblink' ^1...generating 'q2flickertable' ^1...generating 'q2introstrobe' ^1...generating 'q2introambienttable' ^1...generating 'q2boomtable' ^1...generating 'q2muzzleflashtable' ^1...generating 'q2muzzleflashrandom' ^1...generating 'q2rotate90' ^1...generating 'q2iteminout' ^1...generating 'q2staticatable' ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm ------ Initializing Sound ------ Allocated 96 sources. OpenAL default capture device is 'Realtek HD Audio Input' OpenAL capture device opened. OpenAL info: Vendor: Creative Labs Inc. Version: 1.1 Renderer: Software AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX Device: Generic Software Available Devices: Generic Hardware Generic Software Sound initialization successful. -------------------------------- Loading dll file 'ui'. Sys_LoadDll(D:\Code\xreal2\weaver\uix86.dll)... Sys_LoadDll(D:\Code\xreal2\weaver\uix86.dll): succeeded ... Sys_LoadDll(ui) found vmMain function at 58EBA370 8 arenas parsed 1 arenas ignored to make count divisible by 4 1 bots parsed ^1Couldn't find image file for shader menubacknologo --- Common Initialization Complete --- Winsock Initialized Hostname: dsmain IP: 192.168.2.11 Opening IP6 socket: [::]:27960 WARNING: NET_IP6Socket: socket: WSAEAFNOSUPPORT WARNING: Couldn't bind to a v6 ip address. Opening IP socket: 0.0.0.0:27960 ------ Server Initialization ------ Server: cpd_BLOCK ^1performing gamma clamp. RE_Shutdown( destroyWindow = 0 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- Hunk_Clear: reset the hunk ok ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 0.68 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...generating 'jumppadtable' ^1...generating 'sinTable' ^1...generating 'spark_neontable1' ^1...generating 'firewallTable' ^1...generating 'cosTable' ^1...generating 'convexFade' ^1...generating 'concaveFade' ^1...generating 'jitter5' ^1...generating 'jitter5b' ^1...generating 'senetable' ^1...generating 'senetable2' ^1...generating 'senetable3' ^1...generating 'bfgguy_Vtable' ^1...generating 'senescrollightable2' ^1...generating 'flickertable' ^1...generating 'mattyzaptable' ^1...generating 'breathtable' ^1...generating 'testytable' ^1...generating 'embertable' ^1...generating 'xianjittertable' ^1...generating 'xianjittertable_hi' ^1...generating 'xianjittertable_low' ^1...generating 'xray02table' ^1...generating 'senescrollightable' ^1...generating 'senescrollightableA' ^1...generating 'sargetable1' ^1...generating 'sargetable2' ^1...generating 'sargetable3' ^1...generating 'firetable' ^1...generating 'firetable2' ^1...generating 'strobetable' ^1...generating 'blinktable' ^1...generating 'blinksnaptable' ^1...generating 'flashtable' ^1...generating 'neontable1' ^1...generating 'neontable2' ^1...generating 'blinktable2' ^1...generating 'blinktable3' ^1...generating 'blinktable4' ^1...generating 'blasttable' ^1...generating 'stormtable' ^1...generating 'flickerblink' ^1...generating 'acceleratorfade' ^1...generating 'acceleratorflashtable2' ^1...generating 'bathroomtable' ^1...generating 'bathroom2table' ^1...generating 'firelightrot' ^1...generating 'delta1randtable' ^1...generating 'speaker_1' ^1...generating 'blinktable5' ^1...generating 'guiLightTable' ^1...generating 'storm2table' ^1...generating 'storm3table' ^1...generating 'meattable' ^1...generating 'alarmstrobe' ^1...generating 'decomlight1' ^1...generating 'firetable_m' ^1...generating 'eyeblinktable' ^1...generating 'builduplight' ^1...generating 'builduppulse' ^1...generating 'builduppulse2' ^1...generating 'xFlickerLight' ^1...generating 'calRedTable' ^1...generating 'calGreenTable' ^1...generating 'calBlueTable' ^1...generating 'eyestable' ^1...generating 'maggottable' ^1...generating 'revtable' ^1...generating 'rev2table' ^1...generating 'fireballtable' ^1...generating 'death_fade' ^1...generating 'throbtable2' ^1...generating 'vagtable' ^1...generating 'archtable' ^1...generating 'pdfade' ^1...generating 'pdinout' ^1...generating 'pdoutin' ^1...generating 'pdinouthold' ^1...generating 'pdflick' ^1...generating 'pdflick2' ^1...generating 'pdmgflick' ^1...generating 'subtleflick' ^1...generating 'subtleflick2' ^1...generating 'pdscaleTable' ^1...generating 'pdscaleTable2' ^1...generating 'pdscaleTable3' ^1...generating 'pdscaleTable4' ^1...generating 'pdhexTable' ^1...generating 'pdcommTable' ^1...generating 'pdcomm2Table' ^1...generating 'pdquadTable' ^1...generating 'DoomExitTable' ^1...generating 'DoomExitTable2' ^1...generating 'pdhalffade' ^1...generating 'pdquarterfade' ^1...generating 'pdrasterfade' ^1...generating 'pdbarefade' ^1...generating 'pdfullfade' ^1...generating 'pdhr' ^1...generating 'pdStarTable' ^1...generating 'pdLogoTable' ^1...generating 'wavTable' ^1...generating 'hud1' ^1...generating 'hud2' ^1...generating 'hud3' ^1...generating 'snap1' ^1...generating 'snap2' ^1...generating 'ptfullfade' ^1...generating 'ptclouds' ^1...generating 'blood2' ^1...generating 'wrinklepulse' ^1...generating 'specular' ^1...generating 'candle' ^1...generating 'bb' ^1...generating 'firewall' ^1...generating 'lava' ^1...generating 'lightning' ^1...generating 'lightning2' ^1...generating 'reverse' ^1...generating 'teleporter' ^1...generating 'scaletable1' ^1...generating 'scaletable2' ^1...generating 'teleporterfluid' ^1...generating 'eggdrip' ^1...generating 'fadeintable' ^1...generating 'fadeouttable' ^1...generating 'ember1' ^1...generating 'plasmaflashtable' ^1...generating 'plasmaflash2table' ^1...generating 'stripAnim16table' ^1...generating 'dm_cylindertable' ^1...generating 'bfgblast1table' ^1...generating 'bfgblast2table' ^1...generating 'maincontroltable' ^1...generating 'hologram3atable' ^1...generating 'hologram3atable2' ^1...generating 'lavaflicker' ^1...generating 'hellhole_rim1' ^1...generating 'hellhole_rim1a' ^1...generating 'bfg_flare1_scale' ^1...generating 'bfg_flare1_rotate' ^1...generating 'bfg_bluescale' ^1...generating 'threestage' ^1...generating 'elevenstage' ^1...generating 'sixstage' ^1...generating 'slowstart_one_zero' ^1...generating 'faststart_zero_one' ^1...generating 'watersplashscaletable' ^1...generating 'watersplashrgbtable' ^1...generating 's_lightningtable' ^1...generating 's_lightningtable2' ^1...generating 'sosTable' ^1...generating 'scaleTable' ^1...generating 'fadeTable' ^1...generating 'oneThirdTable' ^1...generating 'acceleratorflashtable' ^1...generating 'acceleratortextable' ^1...generating 'builduplight2' ^1...generating 'fadedown' ^1...generating 'xOnlight' ^1...generating 'muzzleflashtable' ^1...generating 'muzzleflashrandom' ^1...generating 'mgscaleTable' ^1...generating 'mgTable' ^1...generating 'scTable' ^1...generating 'bliteTable' ^1...generating 'emptyTable' ^1...generating 'mguiTable' ^1...generating 'table12' ^1...generating 'q2inout' ^1...generating 'q2fade' ^1...generating 'q2firetable2' ^1...generating 'q2mgflick' ^1...generating 'q2scaleTable' ^1...generating 'q2scaleTable2' ^1...generating 'q2scaleTable4' ^1...generating 'q2quarterfade' ^1...generating 'q2halffade' ^1...generating 'q2rasterfade' ^1...generating 'q2StarTable' ^1...generating 'q2LogoTable' ^1...generating 'q2inouthold' ^1...generating 'q2fireballtable' ^1...generating 'q2flick' ^1...generating 'q2flick2' ^1...generating 'q2fullfade' ^1...generating 'q2subtleflick' ^1...generating 'q2table4' ^1...generating 'q2table8' ^1...generating 'q2table12' ^1...generating 'q2table32' ^1...generating 'q2electricaltable1' ^1...generating 'q2blinktable' ^1...generating 'q2sparkstable1' ^1...generating 'q2blueflicker01table' ^1...generating 'q2speedupfade' ^1...generating 'q2flickerblink' ^1...generating 'q2flickertable' ^1...generating 'q2introstrobe' ^1...generating 'q2introambienttable' ^1...generating 'q2boomtable' ^1...generating 'q2muzzleflashtable' ^1...generating 'q2muzzleflashrandom' ^1...generating 'q2rotate90' ^1...generating 'q2iteminout' ^1...generating 'q2staticatable' ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm Current search path: C:\Users\DerSaidin\Application Data\XreaL/weaver D:\Code\xreal2/weaver C:\Users\DerSaidin\Application Data\XreaL/base C:\Users\DerSaidin\Application Data\XreaL\base\map-redm02-20090222.pk3 (18 files) D:\Code\xreal2/base handle 1: qconsole.log ---------------------- 36 files in pk3 files CM_LoadMap( maps/cpd_BLOCK.bsp, 0 ) Allocated 142272 bytes for 5928 collision map edges... Loading dll file 'qagame'. Sys_LoadDll(D:\Code\xreal2\weaver\qagamex86.dll)... Sys_LoadDll(D:\Code\xreal2\weaver\qagamex86.dll): succeeded ... Sys_LoadDll(qagame) found vmMain function at 59EC80B0 ------- Game Initialization ------- gamename: XreaL gamedate: Sep 8 2009 Warning: cvar "g_spSkill" given initial values: "2" and "3" ------- Game Lua Initialization ------- global lua scripts: ...loading 'scripts/lua/global/teleport.lua' 1 global files parsed map specific lua scripts: 0 local files parsed ----------------------------------- ...spawning info_player_deathmatch_1 ...spawning info_player_deathmatch_3 ...spawning light_1 ...spawning light_3 ...spawning light_4 ...spawning light_5 ...spawning light_6 ...spawning light_7 ...spawning light_8 ...spawning light_9 ...spawning light_10 ...spawning light_11 ...spawning light_12 ...spawning light_13 ...spawning light_14 ...spawning light_15 ...spawning light_16 ...spawning light_17 ...spawning light_18 ...spawning light_19 ...spawning light_20 ...spawning light_21 ...spawning light_22 ...spawning light_23 ...spawning light_25 ...spawning light_2 ...spawning light_27 ...spawning light_24 ...spawning light_28 ...spawning light_29 ...spawning light_30 ...spawning light_31 ...spawning light_32 ...spawning light_35 ...spawning light_26 ...spawning light_33 ...spawning light_38 ...spawning light_34 ...spawning light_36 ...spawning light_39 ...spawning light_40 ...spawning light_41 ...spawning light_42 ...spawning light_43 ...spawning light_44 ...spawning light_45 ...spawning light_46 ...spawning light_47 ...spawning light_48 ...spawning light_49 0 teams with 0 entities 2 items registered ----------------------------------- ACE: No node file 'nav/cpd_BLOCK.nod' found 1 bots parsed 8 arenas parsed ----------------------------------- SV packet loopback : connect SVC_DirectConnect () Going from CS_FREE to CS_CONNECTED for DerSaidin CL packet loopback: connectResponse DerSaidin : dropped gamestate, resending SV_SendClientGameState() for DerSaidin Going from CS_CONNECTED to CS_PRIMED for DerSaidin RE_Shutdown( destroyWindow = 0 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 0.67 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...generating 'jumppadtable' ^1...generating 'sinTable' ^1...generating 'spark_neontable1' ^1...generating 'firewallTable' ^1...generating 'cosTable' ^1...generating 'convexFade' ^1...generating 'concaveFade' ^1...generating 'jitter5' ^1...generating 'jitter5b' ^1...generating 'senetable' ^1...generating 'senetable2' ^1...generating 'senetable3' ^1...generating 'bfgguy_Vtable' ^1...generating 'senescrollightable2' ^1...generating 'flickertable' ^1...generating 'mattyzaptable' ^1...generating 'breathtable' ^1...generating 'testytable' ^1...generating 'embertable' ^1...generating 'xianjittertable' ^1...generating 'xianjittertable_hi' ^1...generating 'xianjittertable_low' ^1...generating 'xray02table' ^1...generating 'senescrollightable' ^1...generating 'senescrollightableA' ^1...generating 'sargetable1' ^1...generating 'sargetable2' ^1...generating 'sargetable3' ^1...generating 'firetable' ^1...generating 'firetable2' ^1...generating 'strobetable' ^1...generating 'blinktable' ^1...generating 'blinksnaptable' ^1...generating 'flashtable' ^1...generating 'neontable1' ^1...generating 'neontable2' ^1...generating 'blinktable2' ^1...generating 'blinktable3' ^1...generating 'blinktable4' ^1...generating 'blasttable' ^1...generating 'stormtable' ^1...generating 'flickerblink' ^1...generating 'acceleratorfade' ^1...generating 'acceleratorflashtable2' ^1...generating 'bathroomtable' ^1...generating 'bathroom2table' ^1...generating 'firelightrot' ^1...generating 'delta1randtable' ^1...generating 'speaker_1' ^1...generating 'blinktable5' ^1...generating 'guiLightTable' ^1...generating 'storm2table' ^1...generating 'storm3table' ^1...generating 'meattable' ^1...generating 'alarmstrobe' ^1...generating 'decomlight1' ^1...generating 'firetable_m' ^1...generating 'eyeblinktable' ^1...generating 'builduplight' ^1...generating 'builduppulse' ^1...generating 'builduppulse2' ^1...generating 'xFlickerLight' ^1...generating 'calRedTable' ^1...generating 'calGreenTable' ^1...generating 'calBlueTable' ^1...generating 'eyestable' ^1...generating 'maggottable' ^1...generating 'revtable' ^1...generating 'rev2table' ^1...generating 'fireballtable' ^1...generating 'death_fade' ^1...generating 'throbtable2' ^1...generating 'vagtable' ^1...generating 'archtable' ^1...generating 'pdfade' ^1...generating 'pdinout' ^1...generating 'pdoutin' ^1...generating 'pdinouthold' ^1...generating 'pdflick' ^1...generating 'pdflick2' ^1...generating 'pdmgflick' ^1...generating 'subtleflick' ^1...generating 'subtleflick2' ^1...generating 'pdscaleTable' ^1...generating 'pdscaleTable2' ^1...generating 'pdscaleTable3' ^1...generating 'pdscaleTable4' ^1...generating 'pdhexTable' ^1...generating 'pdcommTable' ^1...generating 'pdcomm2Table' ^1...generating 'pdquadTable' ^1...generating 'DoomExitTable' ^1...generating 'DoomExitTable2' ^1...generating 'pdhalffade' ^1...generating 'pdquarterfade' ^1...generating 'pdrasterfade' ^1...generating 'pdbarefade' ^1...generating 'pdfullfade' ^1...generating 'pdhr' ^1...generating 'pdStarTable' ^1...generating 'pdLogoTable' ^1...generating 'wavTable' ^1...generating 'hud1' ^1...generating 'hud2' ^1...generating 'hud3' ^1...generating 'snap1' ^1...generating 'snap2' ^1...generating 'ptfullfade' ^1...generating 'ptclouds' ^1...generating 'blood2' ^1...generating 'wrinklepulse' ^1...generating 'specular' ^1...generating 'candle' ^1...generating 'bb' ^1...generating 'firewall' ^1...generating 'lava' ^1...generating 'lightning' ^1...generating 'lightning2' ^1...generating 'reverse' ^1...generating 'teleporter' ^1...generating 'scaletable1' ^1...generating 'scaletable2' ^1...generating 'teleporterfluid' ^1...generating 'eggdrip' ^1...generating 'fadeintable' ^1...generating 'fadeouttable' ^1...generating 'ember1' ^1...generating 'plasmaflashtable' ^1...generating 'plasmaflash2table' ^1...generating 'stripAnim16table' ^1...generating 'dm_cylindertable' ^1...generating 'bfgblast1table' ^1...generating 'bfgblast2table' ^1...generating 'maincontroltable' ^1...generating 'hologram3atable' ^1...generating 'hologram3atable2' ^1...generating 'lavaflicker' ^1...generating 'hellhole_rim1' ^1...generating 'hellhole_rim1a' ^1...generating 'bfg_flare1_scale' ^1...generating 'bfg_flare1_rotate' ^1...generating 'bfg_bluescale' ^1...generating 'threestage' ^1...generating 'elevenstage' ^1...generating 'sixstage' ^1...generating 'slowstart_one_zero' ^1...generating 'faststart_zero_one' ^1...generating 'watersplashscaletable' ^1...generating 'watersplashrgbtable' ^1...generating 's_lightningtable' ^1...generating 's_lightningtable2' ^1...generating 'sosTable' ^1...generating 'scaleTable' ^1...generating 'fadeTable' ^1...generating 'oneThirdTable' ^1...generating 'acceleratorflashtable' ^1...generating 'acceleratortextable' ^1...generating 'builduplight2' ^1...generating 'fadedown' ^1...generating 'xOnlight' ^1...generating 'muzzleflashtable' ^1...generating 'muzzleflashrandom' ^1...generating 'mgscaleTable' ^1...generating 'mgTable' ^1...generating 'scTable' ^1...generating 'bliteTable' ^1...generating 'emptyTable' ^1...generating 'mguiTable' ^1...generating 'table12' ^1...generating 'q2inout' ^1...generating 'q2fade' ^1...generating 'q2firetable2' ^1...generating 'q2mgflick' ^1...generating 'q2scaleTable' ^1...generating 'q2scaleTable2' ^1...generating 'q2scaleTable4' ^1...generating 'q2quarterfade' ^1...generating 'q2halffade' ^1...generating 'q2rasterfade' ^1...generating 'q2StarTable' ^1...generating 'q2LogoTable' ^1...generating 'q2inouthold' ^1...generating 'q2fireballtable' ^1...generating 'q2flick' ^1...generating 'q2flick2' ^1...generating 'q2fullfade' ^1...generating 'q2subtleflick' ^1...generating 'q2table4' ^1...generating 'q2table8' ^1...generating 'q2table12' ^1...generating 'q2table32' ^1...generating 'q2electricaltable1' ^1...generating 'q2blinktable' ^1...generating 'q2sparkstable1' ^1...generating 'q2blueflicker01table' ^1...generating 'q2speedupfade' ^1...generating 'q2flickerblink' ^1...generating 'q2flickertable' ^1...generating 'q2introstrobe' ^1...generating 'q2introambienttable' ^1...generating 'q2boomtable' ^1...generating 'q2muzzleflashtable' ^1...generating 'q2muzzleflashrandom' ^1...generating 'q2rotate90' ^1...generating 'q2iteminout' ^1...generating 'q2staticatable' ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm Loading dll file 'ui'. Sys_LoadDll(D:\Code\xreal2\weaver\uix86.dll)... Sys_LoadDll(D:\Code\xreal2\weaver\uix86.dll): succeeded ... Sys_LoadDll(ui) found vmMain function at 57B1A370 8 arenas parsed 1 arenas ignored to make count divisible by 4 1 bots parsed ^1Couldn't find image file for shader menubacknologo Loading dll file 'cgame'. Sys_LoadDll(D:\Code\xreal2\weaver\cgamex86.dll)... Sys_LoadDll(D:\Code\xreal2\weaver\cgamex86.dll) failed: "Failed loading D:\Code\xreal2\weaver\cgamex86.dll: Not enough storage is available to process this command. " Sys_LoadDll(C:\Users\DerSaidin\Application Data\XreaL\weaver\cgamex86.dll)... Sys_LoadDll(C:\Users\DerSaidin\Application Data\XreaL\weaver\cgamex86.dll) failed: "Failed loading C:\Users\DerSaidin\Application Data\XreaL\weaver\cgamex86.dll: The specified module could not be found. " Sys_LoadDll(D:\Code\xreal2\weaver\cgamex86.dll)... Sys_LoadDll(D:\Code\xreal2\weaver\cgamex86.dll) failed: "Failed loading D:\Code\xreal2\weaver\cgamex86.dll: Not enough storage is available to process this command. " Sys_LoadDll(cgame) failed to load library ******************** ERROR: VM_Create on cgame failed ******************** ----- Server Shutdown (Server crashed: VM_Create on cgame failed) ----- ==== ShutdownGame ==== ------- Game Lua Finalization ------- ----------------------------------- --------------------------- RE_Shutdown( destroyWindow = 0 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- Hunk_Clear: reset the hunk ok ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 0.68 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...generating 'jumppadtable' ^1...generating 'sinTable' ^1...generating 'spark_neontable1' ^1...generating 'firewallTable' ^1...generating 'cosTable' ^1...generating 'convexFade' ^1...generating 'concaveFade' ^1...generating 'jitter5' ^1...generating 'jitter5b' ^1...generating 'senetable' ^1...generating 'senetable2' ^1...generating 'senetable3' ^1...generating 'bfgguy_Vtable' ^1...generating 'senescrollightable2' ^1...generating 'flickertable' ^1...generating 'mattyzaptable' ^1...generating 'breathtable' ^1...generating 'testytable' ^1...generating 'embertable' ^1...generating 'xianjittertable' ^1...generating 'xianjittertable_hi' ^1...generating 'xianjittertable_low' ^1...generating 'xray02table' ^1...generating 'senescrollightable' ^1...generating 'senescrollightableA' ^1...generating 'sargetable1' ^1...generating 'sargetable2' ^1...generating 'sargetable3' ^1...generating 'firetable' ^1...generating 'firetable2' ^1...generating 'strobetable' ^1...generating 'blinktable' ^1...generating 'blinksnaptable' ^1...generating 'flashtable' ^1...generating 'neontable1' ^1...generating 'neontable2' ^1...generating 'blinktable2' ^1...generating 'blinktable3' ^1...generating 'blinktable4' ^1...generating 'blasttable' ^1...generating 'stormtable' ^1...generating 'flickerblink' ^1...generating 'acceleratorfade' ^1...generating 'acceleratorflashtable2' ^1...generating 'bathroomtable' ^1...generating 'bathroom2table' ^1...generating 'firelightrot' ^1...generating 'delta1randtable' ^1...generating 'speaker_1' ^1...generating 'blinktable5' ^1...generating 'guiLightTable' ^1...generating 'storm2table' ^1...generating 'storm3table' ^1...generating 'meattable' ^1...generating 'alarmstrobe' ^1...generating 'decomlight1' ^1...generating 'firetable_m' ^1...generating 'eyeblinktable' ^1...generating 'builduplight' ^1...generating 'builduppulse' ^1...generating 'builduppulse2' ^1...generating 'xFlickerLight' ^1...generating 'calRedTable' ^1...generating 'calGreenTable' ^1...generating 'calBlueTable' ^1...generating 'eyestable' ^1...generating 'maggottable' ^1...generating 'revtable' ^1...generating 'rev2table' ^1...generating 'fireballtable' ^1...generating 'death_fade' ^1...generating 'throbtable2' ^1...generating 'vagtable' ^1...generating 'archtable' ^1...generating 'pdfade' ^1...generating 'pdinout' ^1...generating 'pdoutin' ^1...generating 'pdinouthold' ^1...generating 'pdflick' ^1...generating 'pdflick2' ^1...generating 'pdmgflick' ^1...generating 'subtleflick' ^1...generating 'subtleflick2' ^1...generating 'pdscaleTable' ^1...generating 'pdscaleTable2' ^1...generating 'pdscaleTable3' ^1...generating 'pdscaleTable4' ^1...generating 'pdhexTable' ^1...generating 'pdcommTable' ^1...generating 'pdcomm2Table' ^1...generating 'pdquadTable' ^1...generating 'DoomExitTable' ^1...generating 'DoomExitTable2' ^1...generating 'pdhalffade' ^1...generating 'pdquarterfade' ^1...generating 'pdrasterfade' ^1...generating 'pdbarefade' ^1...generating 'pdfullfade' ^1...generating 'pdhr' ^1...generating 'pdStarTable' ^1...generating 'pdLogoTable' ^1...generating 'wavTable' ^1...generating 'hud1' ^1...generating 'hud2' ^1...generating 'hud3' ^1...generating 'snap1' ^1...generating 'snap2' ^1...generating 'ptfullfade' ^1...generating 'ptclouds' ^1...generating 'blood2' ^1...generating 'wrinklepulse' ^1...generating 'specular' ^1...generating 'candle' ^1...generating 'bb' ^1...generating 'firewall' ^1...generating 'lava' ^1...generating 'lightning' ^1...generating 'lightning2' ^1...generating 'reverse' ^1...generating 'teleporter' ^1...generating 'scaletable1' ^1...generating 'scaletable2' ^1...generating 'teleporterfluid' ^1...generating 'eggdrip' ^1...generating 'fadeintable' ^1...generating 'fadeouttable' ^1...generating 'ember1' ^1...generating 'plasmaflashtable' ^1...generating 'plasmaflash2table' ^1...generating 'stripAnim16table' ^1...generating 'dm_cylindertable' ^1...generating 'bfgblast1table' ^1...generating 'bfgblast2table' ^1...generating 'maincontroltable' ^1...generating 'hologram3atable' ^1...generating 'hologram3atable2' ^1...generating 'lavaflicker' ^1...generating 'hellhole_rim1' ^1...generating 'hellhole_rim1a' ^1...generating 'bfg_flare1_scale' ^1...generating 'bfg_flare1_rotate' ^1...generating 'bfg_bluescale' ^1...generating 'threestage' ^1...generating 'elevenstage' ^1...generating 'sixstage' ^1...generating 'slowstart_one_zero' ^1...generating 'faststart_zero_one' ^1...generating 'watersplashscaletable' ^1...generating 'watersplashrgbtable' ^1...generating 's_lightningtable' ^1...generating 's_lightningtable2' ^1...generating 'sosTable' ^1...generating 'scaleTable' ^1...generating 'fadeTable' ^1...generating 'oneThirdTable' ^1...generating 'acceleratorflashtable' ^1...generating 'acceleratortextable' ^1...generating 'builduplight2' ^1...generating 'fadedown' ^1...generating 'xOnlight' ^1...generating 'muzzleflashtable' ^1...generating 'muzzleflashrandom' ^1...generating 'mgscaleTable' ^1...generating 'mgTable' ^1...generating 'scTable' ^1...generating 'bliteTable' ^1...generating 'emptyTable' ^1...generating 'mguiTable' ^1...generating 'table12' ^1...generating 'q2inout' ^1...generating 'q2fade' ^1...generating 'q2firetable2' ^1...generating 'q2mgflick' ^1...generating 'q2scaleTable' ^1...generating 'q2scaleTable2' ^1...generating 'q2scaleTable4' ^1...generating 'q2quarterfade' ^1...generating 'q2halffade' ^1...generating 'q2rasterfade' ^1...generating 'q2StarTable' ^1...generating 'q2LogoTable' ^1...generating 'q2inouthold' ^1...generating 'q2fireballtable' ^1...generating 'q2flick' ^1...generating 'q2flick2' ^1...generating 'q2fullfade' ^1...generating 'q2subtleflick' ^1...generating 'q2table4' ^1...generating 'q2table8' ^1...generating 'q2table12' ^1...generating 'q2table32' ^1...generating 'q2electricaltable1' ^1...generating 'q2blinktable' ^1...generating 'q2sparkstable1' ^1...generating 'q2blueflicker01table' ^1...generating 'q2speedupfade' ^1...generating 'q2flickerblink' ^1...generating 'q2flickertable' ^1...generating 'q2introstrobe' ^1...generating 'q2introambienttable' ^1...generating 'q2boomtable' ^1...generating 'q2muzzleflashtable' ^1...generating 'q2muzzleflashrandom' ^1...generating 'q2rotate90' ^1...generating 'q2iteminout' ^1...generating 'q2staticatable' ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm Loading dll file 'ui'. Sys_LoadDll(D:\Code\xreal2\weaver\uix86.dll)... Sys_LoadDll(D:\Code\xreal2\weaver\uix86.dll): succeeded ... Sys_LoadDll(ui) found vmMain function at 57B1A370 8 arenas parsed 1 arenas ignored to make count divisible by 4 1 bots parsed ^1Couldn't find image file for shader menubacknologo ]\quit ----- CL_Shutdown ----- OpenAL capture device closed. RE_Shutdown( destroyWindow = 1 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- ...shutting down QGL -----------------------